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Living Light
Living Light
By zubspace
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 701 | 3.71 | 71 | |
| Fun | 426 | 3.74 | 71 | |
| Innovation | 1457 | 3.16 | 71 | |
| Theme | 1837 | 3.34 | 71 | |
| Graphics | 1416 | 3.47 | 71 | |
| Audio | 800 | 3.42 | 69 | |
| Humor | 1464 | 2.62 | 62 | |
| Mood | 800 | 3.62 | 70 | |
Comments
zeroji
2020-04-21 12:56
Neat little game (highscore 194, I don't know if there's an end?) It's pretty fun to play, but one issue I've had is that next level starts automatically, and the light flies towards the mouse position, and often towards an enemy :/ But great job nonetheless! I especially enjoyed the simplicity and atmosphere
zubspace
2020-04-22 01:20
@Zeroji Thanks for your feedback! You are right about the light flying around on a level change. I fixed it in a post jam update. The problem was, that setting the initial cursor position only worked for desktop builds, not for the html5 build. Now you need to press a button to start the level predictably.
I'm glad you enjoyed the rest of the game!
Super cool game, I really enjoyed it!!! My high score was 225. The controls felt smooth and the enemies were understandable but still challenging. I loved the opening, and the mood you created with the audio and the graphics was really great. I really loved the levels when the design played with the lighting mechanic a lot, like the level with all of the circles. I think the shining light is an area where this game really shines (hahahah) so its awesome to see other aspects of the design lean into that. I'd love to see a campaign mode or something like that that includes checkpoints and gives the room to tell more of a story, cause I really love the world you created here. Wonderful game, awesome job!
zlabya
2020-04-23 22:02
Nice game, it was a little bit hard on the narrow passes. i wish if i could hit replay when losing at a little so i wouldn't start all over again. good job.
Nice job! I liked that each of the enemy types had a readable personality
wegpast
2020-04-23 22:04
Made it to 300 ! Cute and awesome graphics ! And well done for made it alone ! (even if it was for the Compo at first...) Really cool work. And I like that you've written down some fun facts :p Hope I see more of your games later !
Never used anything else than Unity. But I heard a lot about Godot... I don't really like to code (more GameDesign and Pixel art for me ! ) so Unity fit, so far, well my needs. Is Godot more coding framework or a build tool like Unity (Even if we have to get into code in Unity too) ?
slimbun
2020-04-23 22:05
Very cool game with a very simple concept: You need to collect all the white dots. I like how you used the light. even tho it makes the game a bit scary (It might be intended).
zubspace
2020-04-23 22:20
@thepiratenun Thanks for your feedback and good job with your score! As you can see, I like playing around with light and shadows. Kudos to the Godot engine, because it's actually quite simple to enable it. Funny thing with the story: The game idea was based upon the theme "You are the energy source". But I simply reused it for "Keep Alive".
@zlabya Yeah, some parts and the later leves are hard. Maybe too hard? I actually like the challenge of fighting through hard levels (I like Nuclear Throne for example, that's why i guess).
@mrhassansan Thank you! I first made some sketches on paper and than brought it to life with Aseprite. The simple palette helped a lot in the process.
@wegpast Nice Score! Godot is in a lot of aspects very similar to Unity. I know Unity quite well, but through the years it gained a lot of weight and there are many features in Unity which are hard to use. Godot is simpler in this regard. Maybe some features don't have AAA-Game quality, but most of them are well documented and easy to use. The scene/node tree for example is top-notch compared to the prefab mess in Unity. You still need a lot of code, but if you use GDScript (which is really nice) you can do everything inside of the Editor. And the biggest plus: I can make a HTML, Windows and Linux build in less than half a minute and the HTML Build works on all platforms (desktop and mobile). Unity completely fails in this regard.
zubspace
2020-04-23 22:51
@slimbun Thanks for the feedback! I actually wanted the game to be scary, yes. :) That's also why the second music clip, which runs on later levels, has a creepy feel to it. By the way: The white dots, which I call orbs, were made of a placeholder texture I created early on. Well, now it's not a placeholder anymore.. x)
wegpast
2020-04-24 07:47
@zubspace Ok, thanks for the informations :p Godot seems nice, I'll may try it out some day... And yeah, half a minute to build... Unity need that ! We were 3 to code, but only one of us could webgl-build... Something to to with IL2CPP I think... A pain in the ass... Keep going !
texz
2020-04-24 13:20
Nice and funny little game, :clap: :thumbsup:
I got a high score of 85, but my name didn't make it onto the board :(. quite fun! nice one :D
Wow. Very good idea and execution. I love the fact, that you need to clik on bubble at the end of each level, to know there your character wold be, and for controls sake. (got about 360 points)
zubspace
2020-04-24 13:33
@texz Thanks, glad you enjoyed it!
@jasonsumm1 Hey nice one. Sorry about the score. If you got the score the first time you played and then enter your name, your name will only reach the leaderboard on the next run... But when I think about this, it really is not what you would expect. I'll fix it. Thanks for the report!
Really cool game. I especially liked the audio. Really well done! I got to 294 :)
zubspace
2020-04-24 15:25
@alexascher Thanks! Fun fact: Before I introduced that button on level start, I simply repositioned the mouse pointer at that location. That worked fine until I tried the web build, where this did not work. So I introduced the button to click at as a workaround, but I'm quite happy how it turned out, because of the motivational short messages... :)
@stefan-laimer Thanks you! The music turned out really well I think, yes. But I also have to say, that it consists mostly of presets contained in the fabulous "NI Massive" sound synth, so I can't take all the credit. Nice highscore by the way!
Very nice game. I would have made the enemies in different colors. My highscore: 212.
pandanym
2020-04-24 16:03
The controls felt great and the light effects are really cool ! Thanks for your entry :)
pandanym
2020-04-24 16:04
Also using presets for your music is just called making music ! Nowadays very few producers make their own sounds, so you should take all the credit for your awesome music !
jelch
2020-04-24 20:10
The leaderboard is a nice touch!
zubspace
2020-04-24 21:31
@juice-lizard Thanks for your feedback. Well, I did not have many colors to choose from, because I chose a palette with only 8 colors called [Nyx8](https://lospec.com/palette-list/nyx8). But you're probably right. (I'm bad with colors, that's why I always reduce them to the minimum...). I saw your entries on the highscore btw. Nice one!
@pandanym Thank you so much. It really means a lot to me. Well, I'd love to get into sound synth more and take my music to the next level, but well... Someday... :)
@jelch Thanks! I love highscore leaderboards. There was a card game last year in LD45 with an online leaderboard and I immediately fell in love. My backend is a simple Go-Service talking to an SQLite database. Really simple conceptually, but it still took a lot of time and fiddling around... So thanks, I appreciate it!
Great job with that leaderboard you had me playing for a bit to try and get as high as possible. I like how you used lighting too
amazura
2020-04-25 04:22
Cool game! quiet fun playing this game. the leaderboard is a great idea. it keeps me struggling for bigger score :smile:
zubspace
2020-04-25 06:11
@1punnyguy44 Hey, you got into the top ten of the alltime highscores! Well played!
@amazura It gets easier with some practice. But its enlightening if not even me can beat the top scores. I played so many times and still fail miserably in early levels sometimes...:D Thanks for playing!
This is pretty cool! I simply adored the color palette and the soundscape. Gameplay was indeed simple to learn and harder to master :). I had fun with it! The whole experience felt polished and I didn't experience any bugs. Well done!
I had the number one score for today, and 7th overall. Nice! I got a little reckless but I could have gone a little further for sure. Great game by the way, really good mood/atmosphere to this one even with the cute sprites. Good job with this, especially for a one-person team! Love the music!
zubspace
2020-04-28 06:26
@fabula-rasa Thanks for playing! I'm glad you enjoyed the game. And you entered the highscore, too! The color palette is called [Nyx8](https://lospec.com/palette-list/nyx8) with 8 toned down shades. I love palettes with not that many colors. Simplifies a lot.
@thebreakfast Welcome to the highscore! Thank you for your feedback. I'm also happy, how everything turned out. Takes a bit of time to play well. I also sometimes do stupid errors on the first few levels and think it's easier when you slow down than speed through the levels.
geojax
2020-04-28 19:04
Cool game! The sound effect of getting the orbs was a little repetitive; the only other thing that bugged me, and I'm not sure if this is right, but can some enemies go through walls? I definitely saw one of the triangular enemies doing that. The problem if enemies can go through walls is that walls also block your light, so you can't really see it and they can end up getting really close to you despite your light being blocked.
That said, I really like the lighting effects. They're really cool. It's fun to navigate the levels and I like the controls and feel of the game. Great job!
cobear25
2020-04-28 19:06
Awesome job. Really smart way to have the user put the cursor in the right spot at the start of each level. I like the overall mood of the game too. No complaints really.
zubspace
2020-04-28 19:34
@geojax You are right: the triangular enemy can go through walls. I know, it makes it more difficult. But after a while you get to know the sound of it approaching and also learn to avoid places where you don't know what lies behind. I think it's well balanced, but needs a bit of practice. Thanks for playing and your valuable feedback!
@cobear25 Thank you! Glad you enjoyed it! Putting the cursor at the right spot by pressing a button was actually a workaround, because I realized very late, that I could not set the mouse cursor position through code in the html5 build (Only worked on the desktop...) But I'm happy, how it turned out.
zoarfy
2020-04-28 21:11
Really great job, I actually had a lot of fun playing this (and coming second on the leaderboard on my first try was cool too: Jeeroy). I like the way you brought the players cursor to a spot to begin, and the messaging on it was fun and an interesting way to converse with the player. The art and music was really fun and well done. It was fun to zip around the level grabbing the light pellets, although I felt sometimes that they were really closely grouped and you could just grab them quick and finish without even exploring half the level (so Im not sure if they were placed randomly or not). Great job making so many levels though, it is fun to see the massive enemy. Overall Im super impressed! Loved it!
nsadie
2020-04-28 21:20
Nice little game! Fun, simple mechanics and the addition of a high score tracker makes it so much more compelling to play just one more round ;)
Good job!
zubspace
2020-04-28 21:22
@zoarfy Wow, you reached level 12! Congratulations! You're one of the few who encountered King Sharpie :)
About spawning: I decided, how many orbs and enemies should spawn on each level. The player, orbs and enemies are spawned randomly on spawn points distributed evenly throughout the level. That's why sometimes you can be lucky and are able to finish a level quite fast. But I think, difficulty evens out over a few levels. One thing I did was preventing the triangular enemy to spawn near to the player, because that usually resulted in a quick death.
Thanks for playing the game and your feedback. Really appreciate it!
zubspace
2020-04-28 21:26
@nsadie Thank you! I'm glad you enjoyed it! I also like highscores, but unfortunately I as a developer remove all my own scores. Would be unfair to include them :) Have fun!
siliel
2020-04-29 15:10
hey, this is very nice and calming game. Loved the atmosphere and sound design! Really enjoyed playing it, thanks.
pfeyffer
2020-04-29 15:41
Neat little game, very enjoyable. Could even be working with touch controls on a mobile device. I kind of expected the enemies to dim the light before fully extinguishing it and pickups to regain or increase brightness.
zubspace
2020-04-29 16:15
@siliel Thanks for playing! I'm happy you enjoyed it. Yes, the simple controls and floating around seem to have a soothing effect.
@pfeyffer Thanks! Great idea with the enemies dimming the players light! Could be useful for a simple mode, where the player has some health.
The lighting effect is rad and controlling with the mouse feels smooth and responsive. The characters are also cuties! Great work :)
slotha
2020-04-30 00:33
Awesome job! I love the lighting effect, it makes the level look cooler with each orb you collect! Great job!
zubspace
2020-04-30 06:08
@sugarsores Thanks for playing and your feedback! The lighting is mostly Godot's work. It was actually quite easy to add.
@slotha Thank you and you reached 3rd place an the alltime highscore! Congratulations! About the lighting: It also gets more difficult, the larger your light radius is, because the player starts attracting enemies farther away. But I guess you figured that one out already :)
Nice game, had fun playing it. Some effects on death would have been nice such as camera shake or particles. I myself didn't have much time to do all these so I understand it, but you can add them once the jam is over.
zubspace
2020-04-30 07:33
@monish-vyas Hey, that's a really good idea! Completely forgot about that... This would definitely add some juice. Thanks for the input and for playing!
i relay liked the game
Nice game! I like the mood of it. The controls feel good, too.
zubspace
2020-04-30 19:36
@theceases @fancypants Thank you so much for playing! I'm happy you like the game :)
Great game ! I love how the way the light cast shadows, controls are smooth and the music suit well, nice job !
WellDone. Love the Controls. Keep it up :v:
zubspace
2020-05-01 12:49
@paul-giovannini @lazzydev72 Thank you both! I'm also suprised how well it turned out. Fun fact: 6 hours before the jam ended I was actually really close to just give up and abandon the game. But then I drank a few coffee and powered through into the night and I am happy I did :)
convg
2020-05-02 14:02
Awesome game. Controls are really smooth. I love the lighting. The enemies are a good challenge, and a leaderboard is cool to have. Nice work!
zubspace
2020-05-02 16:16
@convg Thank you so much for playing! Your feedback made my day! :)
Had a lot of fun playing this one. Very well polished. Loved the attention that you gave to music and sounds, very good too. The gameplay is fresh and the game plays very smoothly. The leaderboard its wasnt necessary but its very cool too. You did an awesome job. Congrats!
zubspace
2020-05-02 20:02
@lairinlair Thank you so much!
About the leaderboard: Last year I played another game with online highscores and then spent quite some time trying to get into the list. However, I'm not sure yet if online highscores are a good idea or not. I can imagine that some people do not enjoy comparing themselves with others. Maybe for others it's a welcoming challenge.
Puzzlish.png
Análise...
1 - Mecânicas, Aprendizado e Fluxo: A mecânica é muito interessante, avançar no estágio significa ser mais capaz de se planejar, entretanto aumenta a velocidade dos inimigos. O controle através do mouse parece ser a melhor saída, mas ainda sinto que falta alguma coisa em termos de mecânica (pois às vezes (talvez seja meu mouse) eu perco o controle e avanço mais do que eu gostaria). Aprender a jogar realmente não demorou (ainda mais tendo apenas o mouse como forma de interação). Adicionar o placar me pareceu algo interessante (deu realmente vontade de jogar mais e ficar em primeiro). Clicar no botão para começar um novo estágio poderia ser substituído por apertar um botão, mas entendo que se não for dessa forma, o jogador pode começar com o mouse muito longe do ponto inicial e ser "jogado para longe". Por isso talvez seja interessante dar um segundo de imortalidade no início, mas isso pode fazer acontecerem coisas muito loucas em termos de mecânica ou level design. Teria que ser testado. O fluxo de jogo é balanceado, o jogo desafia em movimentação, estratégia e paciência (ao meu ver).
2 - Gráficos, Áudio e Narrativa: Os gráficos são suficientes para o tempo de Ludum Dare (creio que caiba polimento após esse tempo, para ter uma versão mais interessante). Creio que uma coisa que me afastou a ideia de tentar mais (além dos recordes altíssimos dos primeiros) foram os efeitos sonoros (eu os achei muito repetitivos). A música ficou interessante, mas eu gostaria de um pouco de variação entre estágios ou até mesmo um pouco mais de ação (algo que poderia ser implementado após o tempo de evento). A narrativa não foi o forte no projeto, não há muito o que falar sobre.
3 - Cultura: O jogo bebe da fonte de jogos no estilo puzzle. Além de usar luz-e-sombras e movimentação. São estilos e jogabilidades muito interessantes juntas. Creio que possam partir disso para buscar nicho para o consumo e para a publicação do projeto.
4 - Monetização: Uma vez o jogo polido, creio que possa ser vendido para stores como itch.io ou mesmo lançado para smartphones (a custo baixo ou envolvendo algum tipo de transação, como permissão para jogar novamente, senão esperar um tempo). Nesse sentido, pode ser interessante ter recordes por estágio, ou conjunto de estágios. Fazendo os jogadores rodearem em torno de competição. Pode ser uma boa colocar o placar de pontuação por semana ou por dia, liberando conquista para quem ficar em primeiro em determinado dia (para a tabela de pontuações não ser algo eterno e impossível de alcançar). Liberar novos estágios toda semana pode ser algo interessante. ^^
Analysis...
1 - Mechanics, Learning and Flow: The mechanics are very interesting, advancing in the stage means being better able to plan, however it increases the speed of the enemies. Mouse control seems to be the best way out, but I still feel that something is missing in terms of mechanics (because sometimes (maybe it's my mouse) I lose control and advance more than I would like). Learning how to play really didn't take long (even more with just the mouse as a form of interaction). Adding the scoreboard seemed interesting to me (I really wanted to play more and be first). Clicking on the button to start a new stage could be replaced by pressing a button, but I understand that if not, the player can start with the mouse too far from the starting point and be "thrown away". So it might be interesting to give it a second of immortality at first, but it can make things very crazy in terms of mechanics or level design. It would have to be tested. The game flow is balanced, the game challenges movement, strategy and patience (in my view).
2 - Graphics, Audio and Narrative: The graphics are sufficient for Ludum Dare's time (I think it will be polished after that time, to have a more interesting version). I think that one thing that put me off the idea of trying harder (besides the very high records of the first ones) was the sound effects (I found them very repetitive). The music was interesting, but I would like a little variation between stages or even a little more action (something that could be implemented after the event time). The narrative was not strong in the project, there is not much to talk about.
3 - Culture: The game draws from the source of puzzle-style games. In addition to using light-and-shadows and movement. They are very interesting styles and gameplay together. I believe that they can start from this to find a niche for consumption and for the publication of the project.
4 - Monetization: Once the game is polished, I believe it can be sold to stores like itch.io or even released for smartphones (at low cost or involving some type of transaction, such as permission to play again, unless you wait a while). In that sense, it may be interesting to have records by stage, or set of stages. Making players surround themselves around competition. It can be a good idea to place the scoreboard per week or per day, freeing up achievements for those who take first place on a given day (for the scorecard is not something eternal and impossible to achieve). Releasing new internships every week can be interesting. ^^
zubspace
2020-05-03 07:06
@gustavo-christino Wow, thanks a lot for your thorough analysis! Really appreciate it!
I try to respond to the major points:
1) Mechanics: The game depends heavily on the mouse and therefore can be compared to other games doing the same (for example 3d shooters). Mouse sensitivity, mouse acceleration and unstable framerates influence the experience heavily. Unfortunately this is not something I can directly influence. Web players definitely suffer more.. :/
Before I added the level change button. I simply set the mouse position. But this only worked on desktop versions and not in the browser. I therefore introduced the button and found the idea funny to display different motivational messages.
I also like the fact, that a patient playstyle rewards the player. But it's a bit of a drawback in a game jam, because most players do not spend enough time to realize that. A tutorial of some sort would definitely help.
Fun fact: I can reach about level 19 consistently, but I know the movement patterns very well and also the level layout. Both things are important to master the game.
2) Graphics, audio, narrative: Three points I am bad at :D I'm a programmer so that probably explains why I focus on gameplay first. But getting better is the reason I'm here. Art is difficult for me. I did not think about the art style beforehand and lost a lot of precious time... What saved me was the minimal palette [Nyx8](https://lospec.com/palette-list/nyx8). Next time I need to think about palette and art style first.
Audio is still a black art to me. I know the basics of FL Studio and some sound synths, but not enough. When I'm under pressure I fallback to simple tools like [BFXR](https://www.bfxr.net/) (the pickup sound) or my voice (the monster sounds). I should have varied the frequency a bit when playing the samples.
There are 2 music pieces by the way. One uplifting piece on the first levels. After level 5 a darker, gloomy piece to set the tone for the harder levels. I used mainly Massive synth presets. But I'm happy how it turned out. Took me about 90 minutes, which is quite good for someone unexperienced I think.
About narratives: Yeah it's basic. I tried to fix it with the intro, but well, there's not much. It's a dungeon crawler, 'nough said :) In a real version I'd add a mario-like game map to travel from level to level with quests, side quests and boss fights maybe. You could also connect levels through stairs to travel through.
3) Culture: Yeah its more of a puzzle/dexterity genre. You could add more abilities or skills. Like dashing, teleport, shields, maybe even shooting, but maybe that would not fit the narrative. What would be cool would be boss fights, where you need to use different passive skill, items or dungeon features to win. I think, with a good art direction this could be a great niche indy game. It would also be possible to create a local or online multiplayer mode.
4) Monetization: I don't think about that much. Things you could add for a game sold on marketplaces like Steam: Achievements. Scoreboards. Speedrun competitions. Different difficulty levels. Secret areas. Procedurally generated levels with Daily and weekly runs. Story mode and endless dungeon mode.
I'd sell it for cheap on Steam :)
Well that's it. Thank you so much for you feedback again, @gustavo-christino. I love talking about that stuff and you gave me some good ideas. Hope to improve myself in the next LD's :)
\o
imod
2020-05-04 10:05
Very nice game! I like graphics, shadow effect is really cool!
zubspace
2020-05-04 11:45
Thank you @imod! Glad you like it. A big thank you goes to Godot, which made it really simple for me to add the effect.
Cool game. Made it to 3. place on the leaderboard. I recommend to make the hitbox of the flame smaller and instead increase the difficulty somewhere else. The hits feel unfair at times which shouldn't be the case.
zubspace
2020-05-05 21:19
Well played @feingehacktes ! And yeah, you are probably right. The hitboxes are kinda large.. I'll keep that in mind for the next time.
zubspace
2020-05-05 21:19
By the way, thank you all for playing and your feedback! Highly appreciated!
duke
2020-05-05 21:28
That was a surprising amount of fun! I love little skill based games like these. The presentation with the light and shadows was pretty call and added to the mood and difficulty. The enemy behavior was well balanced and usually not that unfair. Even though I'd have to confirm some of the other reviewers, that the character hitbox was a little too big for some of the level architecture. In some cases, there was basically no way to survive, when the round enemies bounce around in an unlucky fashion and you have a triangle behind you. The soundtrack was subtle, but still a catchy, moody tune. The art was fairly good, nothing special and had some blurry edges when scaled up. The highscore system was a good idea to keep the motivation up. Was able to climb to second place with 409 points.
Great game, all things consideres. Nothing new or innovative, but good production value and fun game play loop. Keep it up!
pjnovas
2020-05-05 21:30
nicee game I got to 27 place on the all time ranking yaay!
Fun little game, ended up tryharding it a bit too much to get that 1st place but nailed it with 568 after crowding a bit too much the leaderboards with 300-370 scores (a bit sorry for the ones who will test the game later and see my name everywhere in the leaderboards). Seeing what level you were in the High Score is a nice thing, as it can show the strategy used by players (slow and careful or fast and lose less points overtime), and it seems i was the only one going with the 'fast' strategy among the best scores.
Level 9 felt the hardest, as it's a quite small level crowded with enemies. Levels 11+ are too easy compared to 9-10 as the 'boss' isn't enough to add difficulty to the first levels for them to match the later levels. Corridors can be a bit narrow at times and the timing to pass through an enemy in some is too tight.
zubspace
2020-05-06 07:36
@Duke Hey, thank you so much for your valuable feedback! Yeah, death is unfair sometimes, when you're surrounded by enemies. I think, part of the fun is avoiding or escaping those dangerous situation. And thanks for mentioning the gameplay loop. This is something I wanted to get right: Fast retries after death. (I'm a huge fan of Nuclear Throne and other similar games, which optimized their game loop that way). And congrats to your high score!!!
@pjnovas Thank you for playing! Glad you had some fun. :)
@vladadamm Wow, you completely owned the alltime leaderboard and reached level 16! Nice! You completely deserved it.
No worries about your name multiple times in the highscore. I would do the same :) Yeah, Level 9 is really hard, because it's smaller, you have less opportunities to avoid enemies and therefore need to be fast. Level 10 is like a maze and also quite tricky.
As soon as you loop, difficulty goes down a bit. You need to pick up more orbs and there are a bit more enemies and King Sharpie. But yeah, you get some "free" points, because you start with easy level layouts again. But I'm ok with that. (It's also a bit like Nuclear Throne, but there the difficulty spike is huge, which takes away the fun a bit). I wanted it to be possible to loop 2 or even 3 times, but I never managed to do that myself, yet...
elio
2020-05-06 15:11
great graphics and smooth movement :D Nice job i love the levels and the enemies
zubspace
2020-05-06 15:26
@elio Thank you so much! I'm glad you enjoyed it :)
It's a really good game, don't know what much to talk about. Congratulations! Except, yeah, Godot is awesome! XD
unicorn spin.gif
zubspace
2020-05-08 22:14
Thanks @zebraatomica for playing! :) I like dancing unicorns.
Sweet game! Picked it up really quickly and kept me glued for a good while trying to beat my highscores!
zubspace
2020-05-09 06:07
@hlo-world Thanks a lot! :) I also like highscores. They turn a simple game into a competition.
This game is very nice and well polished, had a blast! As far as i can tell audio 2D should work, at least for me. Just make sure to use the right audio streamer node and have everything inside Node2Ds :smiley:
zubspace
2020-05-09 20:22
Thanks for your feedback @marin0104 ! I'm glad you enjoyed the game :)
About the Audio: I learned following bit from [the docs about AudioStreamPlayer2D]( https://docs.godotengine.org/en/stable/classes/class_audiostreamplayer2d.html): _Plays audio that dampens with distance from screen center._
Unfortunately I need to damp the audio according to the distance from the player, not the center. With AudioStreamPlayer3D there is a listener class. But there is no listener class for 2D, yet.
Anyway, I'm happy that I found an acceptable workaround in time :)
naca
2020-05-09 21:05
Glad to see another awesome game made with Godot! It seems very difficult at first, but once you get used to the movement of main character and enemies it's really enjoyable. Level design is nice and you've made a great work coding that positional 2D audio component, it really improves the play experience. Had a lot of fun and my best score was 366, ranked #10 in all time leaderboard!
Very hard to stay alive in this one. Controls are indeed very smooth though and the aesthetics is interesting, kinda like escape doodle land in a sense.
zubspace
2020-05-10 05:45
Thank you so much @naca for playing! You're right, it takes some practice to proceed farther and a bit of patience. But I hope, that in return players get a rewarding experience with diverse levels.
Congratulations for making it to the highscore! Not a simple task, because it's getting crowded on the top :) Well played!
zubspace
2020-05-10 12:28
@velvetlobster Thanks :) The difficulty is intended, but with a little bit of practice and luck you can get quite far.
And thanks for mentioning escape doodland. Is this the game you mean? Gonna check it out!
doot
2020-05-12 10:10
Great job!
The mechanics and gameplay are very clear from the start. The level transitioning is very good. I liked the light mechaninc, and it is especially good in maze like levels. Great job on implementing a leaderboard.
Thanks for the game!
zubspace
2020-05-12 10:57
Thank you @doot for your review! Means a lot to me! I'm happy you enjoyed it.
ellian
2020-05-12 19:13
There's something incredibly satisfying about clicking positive words to spawn! And the controls are insanely reactive. Being able to try to sneak way too close to an enemy, but knowing exactly that you'll be able to back out just the right way without the game feeling too snappy is just straight up impressive. The lightning thing was well used, too, and seeing a leaderboard was a good surprise! Overall had a blast, died fairly early on due to overconfidence, but just wanna praise you for your work!
zubspace
2020-05-12 20:06
@ellian Thank you so much for your feedback! Those buttons with the motivational messages were a lucky accident. I like them too and will try to implement similar things in upcoming jams :) I'm glad you enjoyed the game!