cupofmilk7 2026-04-20 12:20
great work with the lighting!!
Foon → Ludum Dare Explorer → LD59 → Beacons
By last-angle
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 205 | 3.22 | 26 | |
| Fun | 214 | 3.00 | 26 | |
| Innovation | 250 | 2.81 | 26 | |
| Theme | 168 | 3.56 | 26 | |
| Graphics | 205 | 3.14 | 26 | |
| Audio | 140 | 3.29 | 26 | |
| Mood | 94 | 3.66 | 26 |
great work with the lighting!!
Great Work!
The sound mechanics were great, to the point that i feel like you could have leaned into them more heavily (i.e. making enemies invisible until they spot you or not being able to see beacons through walls. i feel like navigating only with sound already work pretty good, especially with headphones). Enemies chasing you felt okay, but would probably be one of the first things i'd like to expand on: The way they worked currently they didn't feel very threatening and it did not feel like a lot of skill was required to outrun them (unless you ran into a dead end). There are ofc. lots of ways one could do that potentially (one of the first things that came to my mind was maybe giving them a lunge). Still had fun overall, i really feel the navigating t a maze with the help of sound idea has lots of potential, creative use of the theme!
Interesting game. I like the idea of positional audio that hints which direction to go. The enemies are annoying, but thankfully they’re easy to outrun. I collected all the beacons on my third try. And there’s procedural generation too! Great work!
The procedurally generated maze is impressive! Thank you for the game!
It takes a lot for me to enjoy a maze game, but I think you've done it. This is really good! It's simple, but everything is so well made. Running away from the enemies felt great, although I will say that the beacons don't really communicate their importance that well. I just assumed they were health pickups until the very end, so I was confused as to what the goal was. I think most people would interpret the beacons as the goal, so I'm pretty sure that was just my sleep deprivation playing tricks on me. Great work!
@p1x3lc0w Thanks for your feedback! Originally I wanted to make the enemies jump out of the walls when you would shine your light on them, and use some pathfinding to make them a bit 'smarter' while chasing you. So I agree with you they could be improved! I just didn't have the time to implement all that :')
@tolviere Thanks so much for your kind words! I doubt you will be the only one who doesn't see the beacons as the goal. Do you have any advise in making it more obvious you need to collect them?
@last-angle I think indicating some kind of progression in between the beacons would cure a lot of confusion there. Each beacon, besides the last one, appeared the same way without any indication of a goal or the progression towards it. I was just gettin me some health :) but however you might implement something like this depends a lot on personal taste. Some people might just show a number or progress bar, and some people might choose to implement it into the object or environment. It's not a necessity by any means though, this is mostly just nitpicking.
Contrary to others, I got stucked by ennemies a lot, I kept running fast into corners or getting two ennemies to follow me. But I always appreciate a randomly generated maze and the sound design was good!
I agree with most of the others the sounds design worked very well. The enemies were a bit annoying and it felt ok that they don't follow you around corners, as it would've made the game too hard. Well done!
Great job on the mood! As others have said, the positional audio was really cool, and the lighting is stunning. Being blind in a maze isn't something that looks like it would work, but it all clicks together with the signal mechanic, and I was able to traverse it and find all the beacons. The enemies weren't that much of a threat, but the claustrophobia got me good. Good job!
It's also been a while since I joined a game jam. Welcome back, and keep making games!
I just played through it once because the sound was really grating for me, but as a concept I love that the mazes regenerate procedurally. Impressive for a jam! I liked shaking off the enemies and appreciate the ez-mode feature where beacons healed me.
The lighting and sound were really effective in my opinion, especially in creating a sort of tight corridor feeling. I found the enemies a little bit frustrating, which is ok for a challenge, but when they're the only hazard that can be less fun. That being said, the context switching between fleeing enemies and seeking beacons did create a good flow.
Not bad game, but the overall goal isn't very clear. I eventually finished it, but the whole game left me confused about what I was supposed to do.
Decent audio! I've always wanted to test out panning on my sound making localized sound a part of the game. Haven't done that yet. Liked the moody feel and guidance by sound. Mazes are frustrating, dudes wanted to kill me, but touching them was a sound experience.
I'm a sucker for spatial audio, and you did a great job of integrating it as core gameplay, not just a gimmick. Nice lighting effects as well, everything felt really moody and oppressive (in a good way). Procedural generation is also super impressive for a compo entry. I could have done with some tweak to enemy aggression or maybe make them shy away from the light, but it provided a good contrast between search mode and run away mode.
Nice work.
An interesting game with a tense atmosphere. I even flinched a couple of times from fear. Good job!
Cool sounds and visuals! They are creating really creepy atmosphere. Good job!
This setting is simply amazing. The combination of the lighting and sound effects is superb, and the atmosphere is also very well created, being quite tense. A delightful game.