I'll Give You A Head Start by Tifu
---PLEASE NOTE---
I've uploaded a version which should fix a bug that was causing massive slowdown for many players, this was a minor change just editing one line of code, so I think this is permitted within the rules. If you disagree however, I have left the buggy version up for you to vote on instead.
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A teenage girl explores an abandoned boarding school in search of Emily, the ghost of a young girl who died there years ago. But when she finds her, she finds the ghost doesn't want visitors...
You get 10 seconds before Emily will begin pursuing you, if Emily touches you, you die. Explore the school for items that can help you and clues on how to escape.
Left mouse to interact with things - open/close doors, pick up/drop items, investigate [!] marks for information.
Right mouse to run, but you can only run for a total of 10 seconds.
WASD or arrow keys to move around.
Press space to pause. If you pause you get a description of the item you are holding. Not every item has a use, but every item that relates to Emily in some way does - read clues to find out which ones relate to her.
Emily will start off slow, but she gains speed the longer you take. If you play on "impossible" (which might very well be impossible, I haven't really tested that mode thoroughly) she can get very fast. I recommend playing on the normal mode.
The layout of the map is the same every try, but the location of items is randomised between set points, as is your starting position.
I've uploaded a version which should fix a bug that was causing massive slowdown for many players, this was a minor change just editing one line of code, so I think this is permitted within the rules. If you disagree however, I have left the buggy version up for you to vote on instead.
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A teenage girl explores an abandoned boarding school in search of Emily, the ghost of a young girl who died there years ago. But when she finds her, she finds the ghost doesn't want visitors...
You get 10 seconds before Emily will begin pursuing you, if Emily touches you, you die. Explore the school for items that can help you and clues on how to escape.
Left mouse to interact with things - open/close doors, pick up/drop items, investigate [!] marks for information.
Right mouse to run, but you can only run for a total of 10 seconds.
WASD or arrow keys to move around.
Press space to pause. If you pause you get a description of the item you are holding. Not every item has a use, but every item that relates to Emily in some way does - read clues to find out which ones relate to her.
Emily will start off slow, but she gains speed the longer you take. If you play on "impossible" (which might very well be impossible, I haven't really tested that mode thoroughly) she can get very fast. I recommend playing on the normal mode.
The layout of the map is the same every try, but the location of items is randomised between set points, as is your starting position.
| Windows (bug fixed version) | http://www.black-moth.net/games/48-HeadStart_bugfix.zip |
| Windows (buggy version) | http://www.black-moth.net/games/48-HeadStart.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7793 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.52 | 170 |
| Audio | 1.70 | 887 |
| Fun | 3.15 | 366 |
| Graphics | 3.37 | 277 |
| Humor | 2.26 | 531 |
| Innovation | 3.33 | 304 |
| Mood | 3.70 | 60 |
| Theme | 2.95 | 744 |
I missed a lot of doors the first time because I didn't know you had to click right on the door itself. Other than that, the controls are good.
I'm glad you didn't make it a frantic "10 seconds per level" game.
us
I'm not sure that "run for a total of 10 seconds" will serve the gameplay. It's a bit embarrassing to move so slowly when you know you're being chased.
Maybe "10 seconds of flash-light", something which freeze Emily when she's too close, could be better.
I actually got a little scared knowing I'm always being followed by the ghost, although you can avoid it easily if you're careful.
Kinda wish you moved a little faster, just so you could get from A to B a little quicker, and if you continue working on it some sound would be awesome (not sure you could have got good sounds for it in just 48 hours)
In your blog you mentioned putting too much time in the intro/ending screens, but I think it was worth it.
Good job!
This is awesome!
The game is bit slow though, she should be able to move faster so replaying doesn't become tedious.
Sounds and music could have really added to the panic mood!
I'm not sure why some people are saying it didn't make much use of the theme - that was the idea of the 10 second headstart as well as the running, right? I thought it was a clever concept which worked really well. I do agree that it could have used a faster pace, though. And a couple of carefully chosen sound effects would go a long way.
Anyway, it would be wrong to mark you down for that when this game is otherwise packed full of good content. Excellent work!
Love the 'lighting', love the fact that Emily gets faster. With sound - music, effects... some safe areas, etc, I could totally get into this. More! MORE!
Also - the death screen is fun! Oh, so THAT'S what Emily looks like.
And though I like it is not frantic it could have a slightly faster pace to transfer the feelings of urgency, danger and impending doom better.
Cool ceoncept, too :)
The most problematic aspect is that, at some point, the game just starts to feel tedious. I know being able to die is a necessary element for the excitement, but having to recollect every item again simply doesn't feel fun. That's partially because the item collecting itself is too slow and aimless - eventually you're just walking through the school three or four times to find out what room you forgot to check this time, to get that last item you need. Then when you finally learn the ritual and place the correct items, and wait for Emily (who is now rather fast) to arrive, you suddenly get a wonderful surprise: nobody told you, but you actually have to keep up the ritual for 4 seconds. Hope you placed your items right. Needless to say, after I got inevitably killed during the ritual, I just no longer felt like doing all of it AGAIN. This problem might be lessened by NOT randomly changing the item locations whenever you play.
While some parts of the school have a unique, recognizable look, a lot of parts look too similar. This makes it take longer to get familiar with the school layout (essential to complete the game) and even once you're familiar, you'll still find yourself occasionally wondering where you are because everything looks the same.
The game makes a very good attempt at a creepy atmosphere, but it's missing one vital element: MUSIC (or ambient sound). Music can make the difference between a boring walk through some school and a scary exploration of a creepy dark building. At some point, I decided to play some music from another game (Corpse Party) in the background, and sure enough, the game felt a lot more exciting.
I want to say I love this game, but I can't really say that when I don't even feel like starting the game one more time to complete it. A few changes and I could love this game.
Likewise, the recognisability of locations comes down to time - I did intend to have different carpeting, objects etc in different areas but time restraints. Which is on me I suppose, I could have made a smaller school.
The point about the ritual: You shouldn't have to keep the ritual up for four seconds, it should be instant the moment she walks over the centre of the arranged items. If that isn't happening there's a bug somewhere (or the arrangement is wrong, but then it shouldn't do anything after four seconds either...) :(
Now it says '2'. I followed all of the instructions, so what am I doing wrong?
Is it even possible to make it within the time limit?
DAAN DAAN DAAN DANANANA DANANANA
The light mechanic is a bit on the hard side; it made the game feel a bit flickery. If it had two or three levels of brightness, it would feel a bit more stable. The rooms also felt a bit samey, which hurt navigation a little.
Apart from that, I'm impressed by what you were able to pull off in such a short time span. It doesn't feel like a LD game (in the good sense); the school felt substantially big, and having randomized item locations makes it more re-playable. Also, the death animation is delightfully creepy.
I kind of disagree with VDZ about music though. Some feint sound cues might add to the game, but I felt like the silence helped build atmosphere. You're standing there all alone in the darkness and OH MY GOD THERE SHE IS.
I'm hoping that you will give this some extra love in a post-LD version. I really liked it. :)