FoonLudum Dare ExplorerLD46 → Last Lantern

Last Lantern

By tacohej and mambojambo

View on ldjam.com

CategoryRankScoreCount
Overall2423.9721
Fun9043.4721
Innovation8863.4421
Theme9873.7621
Graphics4824.1321
Audio534.2520
Mood594.3020

Comments

sheinxy 2020-04-22 02:34

I love this entry!

The game looks beautiful, the audio, music and sound design is amazing, and the idea is great!

I really like how tense the atmosphere is in this!

One of my favorite!

New_Piskel.gif

karenin-dmitry 2020-04-24 14:47

Cool game. Atmosphere is great, visual and sound are beautifull. But for me it was too hard, because if you made mistake you died without chances to escape from enemy. Maybe WASD control more suitable for this game. Good job!

gaming-night 2020-04-25 14:42

I love your game ! Easy to understand, the game play is simple and effective. Fir the music, great composition and very well suited to the game. Interesting game design with the check points, we have to lose and understand our mistakes to progress. It is a pleasure to relaunch the game to go as far as possible.

narudgi 2020-04-26 18:38

Love this game!

The UX is well designed to be sure there is no place for misunderstanding ; you learn the controls easily and you understand how everything works (menu panel, exit button, little button to start...), the only problem is how the right click feels, but its alright, and there is checkpoints to be sure there is room for learning from your mistakes

The walkcycle is cute, visuals are great, and mixed with the neat music, the mood become really strong

Well done!

ashlei 2020-04-29 19:26

I really like this game, it has a great atmospheric feel, the artwork is really smooth, and it plays really nicely. I'd love to see what this turns into with a little more time, definitely check out Dark Echo, it feels so similar!

Edit - Dark Echo: https://store.steampowered.com/app/368650/Dark_Echo/

kent-reese 2020-04-29 19:37

Really good game! Easy to understand yet super engaging. I really liked the stark visual style, contributed a lot to the moodiness and polish of the game. Nice job.

designernap 2020-04-29 19:39

I am a sucker for cool lighting effects and dark mood so this was a great entry for me :) nice work!

antti-haavikko 2020-04-29 19:43

I'm sadly giving up on this. And not because the difficulty but game breaking bug that completely halts my progress at times.

noarrow.png

After bashing my head against the puzzles. At some point the arrows on the pushable boxes stop appearing and they can't be pushed anymore. And if one time wasn't bad enough. After a full hard restart and making a good amount of progress, it happened again!

noarrow2.png

Well, I kinda lied. Went for another try, couldn't help myself. Made it a little bit further this time before the arrow disappearing bug but not until the third checkpoint though. If such even exists.

And damn were you way too stingy with those checkpoints. They should be there almost like after every puzzle. Punishing players with making them repeat the same puzzles over and over again makes like zero sense. And due the fact that like half of the fails are because of clunky controls wonky enemy sightlines, it's even less fun.

Loved the art style. Simple yet refined, I think the only thing I'd change was the walk marker. Well maybe the blue of the pills didn't really fit the other look of the game. Just like the art, same goes for audio, superb stuff! Very nice and moody. And the camera movement was pretty damn nice too!

Fuck it, I can't resist myself. One more try...

Yeah, seems like a no go. This time I only got two deaths before it happened again. I'm on the room with the triple boxes if you know what I'm talking about. This just needs to be stupidly accurate. Of course if I could try it several times without playing the whole game up to that point, I might keep bashing my head against it but no.

There was this easy cheese for the room just before the second checkpoint. You could just ignore the second monster and let it catch you. You have enough time to activate the checkpoint anyway. Maybe you'd want to disable the checkpoint activation while being chased.

The block pushing mechanic felt rushed. No sound or animation and even the speed was weirdly faster than just walking normally. Every annoyance really came from these boxes. The monster detection around them was very finicky. And pushing the monster with the block (like in the horizontal corridor just prior to the room I got to) was awkward as hell. It quite often resulted in situations where you should be able to recover a slight detection for a small duration by pushing the monster with a box but they just do what ever the hell they please and just might slip through and see you. Or then might get randomly pushed to the exact spot you were supposed to go to.

Anyways, good job! Wish I could have played the whole thing... :thumbsup:

erkberg 2020-04-29 19:44

Really great atmosphere in this game! It looks pretty great and I love the music. To me, it felt like it would've probably been better to go with direct controls instead of using the mouse, but it worked well enough. Enjoyed playing this, good job!

yadoob 2020-04-29 19:51

Nice concept! Quite stressful and scary but it adds to the global mood, sound and art were good aswell. It was sometimes a bit diffult to recognize elements that cast sgadows from the other that doesn't but the die/retry mechanics was nice and not so frustrating.

tacohej 2020-04-29 20:07

@antti-haavikko I'm sorry that you could not finish it, and yes that is a bug for sure. I've encountered it only once when I saw someone else playing (after publish) and haven't been able to reproduce it. The block interaction is a bit janky and we didn't have time to fix it sadly. Thanks for not giving up easliy and for the excellent feedback

zubspace 2020-04-30 09:08

This game looks wonderful! The simple color palette, the eyes of the monsters in the dark the light and shadows. All of it is awesome. The music fits perfectly. The lantern mechanic is a nice idea and I like the checkpoints system.

As @antti-haavikko already said, there's a problem with the boxes which can't be pushed anymore for some reason. It also held me back from completing the game.

But well, shit happens. Otherwise it's an awesome entry! Good job!

mlkvr 2020-04-30 15:30

Love the art style and scary atmosphere (music helps a lot) also that simplicity :ok_hand:

Clearly one of my favorites

tacohej 2020-05-01 14:31

@antti-haavikko @zubspace We made an update to fix the box-arrow problem. Thanks for letting us know about it

antti-haavikko 2020-05-01 18:17

Well, could have told me that I was a mere pixel away from the end... :sunglasses:

lastlantern.png

Still calling that last room kinda BS. Dunno if it was the correct solution to trap the first monster to a corner with the boxes so it couldn't follow you. Then use another box as a cover to get closer to the final pellet, and then just book it to it in a desperate suicide attempt.

tacohej 2020-05-01 18:41

@antti-haavikko That was how I designed it. I wanted to create some tension in the last room and force the player to take a leap of faith and run for it, but it could been executed alot better for sure. One day we'll learn to begin design levels sooner than just a few hours before submission. Anyway congrats on completing it :medal:

rrrzzz 2020-05-03 17:11

The game looks very polished and complete but I find it strange that monsters run after you even if your lantern doesn't reach them. At first I thought that they run after you only if you shine a light on them but that's not the case. Also I think it would be more consistent to not show monsters to the players until they shine on them

antti-haavikko 2020-05-03 18:21

@rrrzzz If you're walking in the dark with a flashlight, someone can indeed see you from further away than the distance the flashlight is illuminating.

le-slo 2020-05-05 20:09

Excellent mood, in no time I was in the zone with this game, unfortunately I spent quite a lot of attempts trying to solve the first puzzle with crates without knowing how crates worked, after a while and reading the description I saw that there was a new control, mouse right, it would have been perfect to show a cue when finding that first crate. Also those levels I found a bit unintuitive, the lack of telegraphing the monsters line of sight (for atmospheric reasons it couldn't be other way) made a bit difficult to plan accordingly and I found surprised but how fast the monsters could reach me when trying to place some boxes, but probably I was approaching the puzzles in a wrong way. This entry is a complete delight, congratulations!

local-minimum 2020-05-06 17:16

I found the mood was great and a big part of that was the music and sound effects! The core mechanics was a little bit confusing at first, because I figured they were attracted by light rather than line of sight. And that injecting pills to strengthen the light therefore would be both beneficial and make the game harder at the same time. But when I tried not picking up the first light pill right at the start, the monster was well outside the visual effects of the light yet it came and came as fast as with normal lighting. If there was a difference, I think it needs to be more pronounced.

I played a couple of retries and got quite a bit further, but I think the experience would benefit from having the start be easier where you actively have to do something stupid to get caught and then build up the puzzles.

It also felt like if I lost control of the situation, even on the first monster, there was never really any way to save the situation. And that felt a bit unfair to me.

But in general a very well made game!

seraphina 2020-05-06 18:43

This game is so hard but also so wonderful. Love the art style and the music. Good job ^^