FoonLudum Dare ExplorerLD48 → Deep in Wraithwood Forest

Deep in Wraithwood Forest

By hitchh1k3r and naali

View on ldjam.com

CategoryRankScoreCount
Overall7603.6036
Fun7983.4236
Innovation3903.6837
Theme9473.6237
Graphics11403.4725
Audio8953.2123
Humor11772.3320
Mood5523.7625

Comments

dzefris 2021-04-27 18:31

Hexagons are the bestagones! :D https://www.youtube.com/watch?v=thOifuHs6eY

hcs-hades 2021-04-28 02:54

It is super hard lol! Atmosphere is cool :)

lb01 2021-04-28 02:55

It's a really cool concept. I was struggling to push some of the boxes though so I wasn't able to make much progress. But the graphics and sounds and mood are great.

daveroony 2021-04-28 02:57

Really lovely design, wish that it ran smoother

nyanpierre 2021-04-28 02:57

the art is simple but its work pretty well with the game

matt-swieboda 2021-04-28 02:58

wow, like the graphics and concept. Very hard to move all the runes without having the torch go out. I'm sure I could get it after a few tries. I couldn't find any campfires to light, or if I did, wasn't sure how. overall awesome job!

singrid 2021-04-28 03:06

Really nice graphics! Nice concept, I liked the box mechanics but it was really hard to move. It would be interesting if you can find another torch in other map areas. Congratulations, you did a really nice job!

crychair 2021-04-28 03:11

Neat concept had a great time figuring out the game and learning. And I had an idea had while playing to make moving around the map faster would be the wraiths extending the life of your torch as well. Stops the needs to travel back to safe areas.

mika314 2021-04-28 03:12

This game is hard. Would be nice to be able to hold the button, it is a little annoying to spam them.

sockpuppetcow 2021-04-28 03:12

Great design, love the hexagon layout, good puzzles even though it's pretty hard.

phil-lesnar 2021-04-28 03:36

That slight elevation on different green titles looks so good, and the red-eye transition is super slick.

whysguy52 2021-04-28 03:54

I know you probably didn't have time but, implementing the use of mouse to select the tile would be much easier to control but the overall game mechanics are awesome!

lumous 2021-04-28 04:35

Great game! That last puzzle took me way too long to figure out! Really well designed. Little bit laggy though, u'd prolly unload the hexagons you can't see =)

arthur-porto 2021-04-28 04:43

Nice game, the gameplay works so well and the puzzle using the runestones mechanic is so creative/intuitive, one thing that a thing is key to the gameplay works so well is the obelisk to teleport after dying or to restore the torch another thing that i liked is the way the light changes based in the deeper you are in the forest, would be nice if had someway to rotate the camera maybe this could help find some sticks in the ground, well done guys!

evannex 2021-04-28 05:41

Woah this was so much fun! I did have a little trouble knowing which direction I was going to head in with the mouse controls, I think that was just me not being too familiar with hex controls on mouse. Fantastic entry that was VERY fun to play!

rhoff95 2021-04-28 17:16

Cool game, would have liked controls that were easier to understand on keyboard.

hitchh1k3r 2021-04-29 17:48

Thanks for the feedback everyone!

@dzefris

**Hexagons are pretty great**, this is our second game using them, and first that actually has the player moving around. I don't think I could have pulled it off if it hadn't been for [this advent of code problem ](https://adventofcode.com/2020/day/24), and [this hexagonal tile math primer](https://www.redblobgames.com/grids/hexagons/).

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@mika314 @whysguy52 @evannex @rhoff95

We **didn't know how to do controls** for a hexagonal game with tile quantized movement. All the examples I can think of let the player click any tile and then move there (with path finding) over a number of turns. The standard control scheme of up/down and left/right breaks, and using **the 6 key layout** we ended up with **takes some getting used to** since it's not at all typical. For most of the development I used a gamepad, but it has it's own problems (6 directions instead of 4 make incorrect input much more likely). Ultimately **we ran out of time**, so features like hold a key to repeatedly move got cut... I also really **wanted the mouse movement to change the cursor** into an arrow indicating the current direction it would move the player, but ended up just **rotating the player** to face the mouse cursor (mouse input isn't tile based, but instead based on the angle of the cursor around the center of the screen).

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@singrid @crychair

You can **pickup sticks** to extend your torches life, and **light camp fires** in the wood to create a permanent source of light.

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@hcs-hades @sockpuppetcow

What parts of the game were the **most challenging** for you? We set out to make more of a **survival game** and it **slowly turned more "puzzley"**, so there is some questionable design (it basically turned into solve this puzzle in limited moves, with limited visibility, and also you don't know where your objective is). In **hindsight** it probably would have been **better to stick to puzzle _OR_ survival** centered mechanics. PS. **rune stones cannot** be **pushed on** to **stone path** tiles, I also put up a 12 minute walkthrough video that I believe covers everything in the game (**including secrets**) if you are interested in what's **deeper** in the forest.

https://www.youtube.com/watch?v=9uUEcpXeUsA

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@lumous

The games a bit non-linear (12 obelisks and the can be gotten in several different orders), so I wonder **which one did you do last?** There are a **few fairly fiendish** ones I can imagine people struggling with.

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@daveroony

**Lag** is a **big issue** with this game, but I think it can be **partially mitigated** on many computers by **giving the game a bit of time to stabilize** (and probably download the large sound files). Some assets are unloaded when off screen, and the game should be making use of frustum culling to draw only what is visible. **WebGL is so performance critical** it would have been nice to have some **time to optimize the game**.

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@arthur-porto

There was a **planned feature** to **pitch the camera down** more when the player was obscured by tall objects (trees, obelisks, ...) this sadly was **cut due to time** constraints. The sticks' graphics were also randomize with only minutes left for changes, and that sadly had a negative impact on the ease of finding them (they do look a bit better now though ^_^).

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@nyanpierre @matt-swieboda @lb01 @phil-lesnar

**Thanks for the kind words**, with **no dedicated artist** we did the best we could graphically, and some things really suffered (the player character doesn't fit in at all, and I wish I could have made more decorative elements).

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PS.

I **accidentally** (*read: sleep deprived*) **opted out** of some of the **rating categories**, it would be **awesome** if some of **you could go back and add the missing ratings**, I'm interested to see what the community thinks of our sound and art (it was a real crunch to get it all made).

whysguy52 2021-04-29 18:28

@hitchh1k3r say no more fam.

lumous 2021-04-29 21:54

@hitchh1k3r - The last one for me was the ones to the east. With the water puzzles :)

crychair 2021-04-30 00:43

@hitchh1k3r I knew about the sticks I figured that one out. I was just suggesting a different mechanic because i felt like I was going back to the fire often so i had enough time. Also the sticks are one time use. which means if I use it back up and use a fire its just gone.

tigermouse 2021-05-02 20:01

Lovely concept and overall a nice little game. I really liked the tranquil birdsong and other audio, and the fun puzzles. Great work!

olddog 2021-05-03 08:02

nice game !! but there are some simple tips from me: 1 when I die , I want to restart in 1 seconds ,not a long change scene animation 2 I click a ground box , I want to move character to where I click rather than step by step any way , that is a nice game ,glad you made this :smile:

magna 2021-05-04 05:49

I really like the visuals of this game!

pxldev 2021-05-04 07:18

Very well made game. At first I didnt know what to do, so maybe you should have added someking of in game tutorial.

ardorugus 2021-05-06 23:37

Futhark - that's deep. The game is heavy, aye. And it needs some time to understand, what's there. However, there's no fun in purposeless wandering and aiming for bonfires. Some quest system or log would be nice, just to get what's that all about. Still, Futhark is there. Nice.

osel13 2021-05-07 23:41

Nicely done, I've enjoyed it, good job! :D

xiyou 2021-05-09 12:06

Great design. I like this kind of game that gradually unfolds as you explore

andrewdavidj 2021-05-10 15:01

Pretty cool concept and theme implementation! Nice work! :)

zimny11 2021-05-13 20:46

What a unique game! I really enjoyed the puzzle aspect. Great job on both game idea and the execution!

wheffle 2021-05-15 01:21

It's rough around the edges, but the core is really solid and it was a really cool experience.

Sometimes, particularly in the western portion, I found myself stuck in a "the way to win is not to move" situation with the wraiths. I wish there was a "pass" button. It also took me a long time to figure out that I could kill wraiths, and without that knowledge the western forest seemed apparently impossible. The movement seemed a bit sticky too, and using the mouse felt unresponsive. On the web version at least.

Besides all of that, it was a *lot* of fun. I loved exploring around in the darkness and finding campfires. The block pushing mechanic was basic but highly effective here. The only part that I felt the block puzzles got a little out of control were in the eastern water areas, if you died in the middle of some of those or messed up block placement then it was sometimes a pain to set everything back up. The audio seriously enhanced the experience, so really nice job on that! I'm just a sucker for hex tile games as well, so definitely bonus points there (hexagons are bestagons).

Although there were some hitches and issues, some x-factor about the concept and execution hooked me and had me happily playing through the whole thing. You guys made something really cool, I think this is one of the top games I've played this LD.