All That Are Lost Will Be Found by R3ason
----UPDATES----
v1: The post-compo build includes about another 2 hours worth of work, with sound, graphics tweaks, and better controls for Mac users. This is how I wish it had looked when I submitted it!
v2: Based on feedback, I've increased the ambient light from the player's cube, brightened the light burst, increased the duration of the light burst (increased the AI range for the baddies as well to counteract the light bonuses), and changed the light burst key to 'Z', which seems to be more common/acceptable as an action key. Obviously, all of this has been done to the post-compo build, and the compo version is still what I had at the end of the 48hrs. Enjoy!
I would like to develop the game further. Any suggestions (whether or not you vote) would be appreciated! So far, I'm looking at tweaking the lighting, so that you don't have to spam the ctrl key. Also, a few people have suggested changing the main character from just a plain cube. Who would YOU like to see as a main character?
Follow me on twitter @OnePingSoftware for updates on the game!
----
/* ENTRY */
First Ludum Dare. It was a blast!
A simple game in which you must find lost cubes, while avoiding evil cubes. Equipped with only a small light burst (to ward off evil), find as many cubes as you can!
Controls:
Arrows to move
Space to jump
Left Ctrl for light burst
(NOTE: for Mac users, if you run into issues using the Ctrl key + arrow keys, you can alternately use A and D to move, Space to Jump, and Mouse for light burst)
Running into an evil cube will slightly diminish the intensity of your light burst, until you completely run out of light. Collecting lost cubes will brighten your light burst.
/* END ENTRY */
v1: The post-compo build includes about another 2 hours worth of work, with sound, graphics tweaks, and better controls for Mac users. This is how I wish it had looked when I submitted it!
v2: Based on feedback, I've increased the ambient light from the player's cube, brightened the light burst, increased the duration of the light burst (increased the AI range for the baddies as well to counteract the light bonuses), and changed the light burst key to 'Z', which seems to be more common/acceptable as an action key. Obviously, all of this has been done to the post-compo build, and the compo version is still what I had at the end of the 48hrs. Enjoy!
I would like to develop the game further. Any suggestions (whether or not you vote) would be appreciated! So far, I'm looking at tweaking the lighting, so that you don't have to spam the ctrl key. Also, a few people have suggested changing the main character from just a plain cube. Who would YOU like to see as a main character?
Follow me on twitter @OnePingSoftware for updates on the game!
----
/* ENTRY */
First Ludum Dare. It was a blast!
A simple game in which you must find lost cubes, while avoiding evil cubes. Equipped with only a small light burst (to ward off evil), find as many cubes as you can!
Controls:
Arrows to move
Space to jump
Left Ctrl for light burst
(NOTE: for Mac users, if you run into issues using the Ctrl key + arrow keys, you can alternately use A and D to move, Space to Jump, and Mouse for light burst)
Running into an evil cube will slightly diminish the intensity of your light burst, until you completely run out of light. Collecting lost cubes will brighten your light burst.
/* END ENTRY */
| Web (Unity) | http://onepingsoftware.com/ld23/final/ |
| Windows | http://onepingsoftware.com/ld23/final/lost_found_win_r3ason.zip |
| Source | http://onepingsoftware.com/ld23/final/lost_found_src.zip |
| Post-Compo Build (Web - Unity) | http://onepingsoftware.com/ld23/post/ |
| Post-Mortem | http://www.ludumdare.com/compo/?p=139180 |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=6105 |
Ratings
| Coolness | 100% | 1 |
| Overall | 2.95 | 434 |
| Audio | 1.38 | 722 |
| Fun | 2.61 | 548 |
| Graphics | 2.87 | 438 |
| Humor | 2.04 | 534 |
| Innovation | 3.10 | 355 |
| Mood | 3.65 | 48 |
| Theme | 2.15 | 804 |
I figured out that I could climb walls, but it seemed to be limited to certain places. Or am I just a smutz?
And yes, you can die. I died.
I hope this game gets a medal for 'mood'!
Being injured by the bad guys looked great.
Lacking in sound/music though.
Great entry! When all of the red eyes appear that's just awesome.
Always had a thing for rolling cubes. There's something satisfying about how they move.
Was genuinely fearful of them creatures, spammed the light like there was no tomorrow!
Took me a while before I realised it wasn't completely gravity based: that you could infact roll up walls, which ended up being a cracking mechanic.
Great game, well done
Man is the game dark, though. Really hard time finding my way around.
Interested enough to go play the non-comp version...
@Permanent7, Yes, that darn inertia! I really need to sit down and figure out how to deal with this...
@all thanks for your feedback so far; it's really encouraging to hear your thoughts! I look forward to applying it towards making the game better in the future!
Holy crap that scared the hell out of me. Not sure I want to play the version with sound because I could very well soil myself. Cool concept, movement worked well for the most part. Really loved the unique game over sequence and making the game darker when you take damage. This could be really awesome with a bit more work. Going to play the post compo now, hope the sounds aren't as scary as the graphics were the first time.
Ok so I played the post compo and even though I was expecting it it still scared the crap out of me. A lot.
Anyway, whilst playing again I remembered that I wasn't too keen on the way the light worked. I think the controls were a bit off and it felt like I had to spam the button the whole time. Not sure how to fix this but maybe you could let the player hold the light on for a couple of seconds then wait for it to recharge a bit. Another option could be to have the light pulse automatically.
What I wished for with the light was that it simply stayed on at all times. Having to constantly spam the Ctrl button just to get around the world was tiring on my hand, and there's no compelling reason to "conserve" your light bursts as they don't diminish unless you hit an enemy and they don't appear to be weapons that ward off the enemies either.
Congragulations on keeping up the pace with a post-compo build!
Diogo
Loved the graphics, physics and the whole game :)
I like the concept. Scary faces rock.
I had a few issues with controls but they seemed to sort them selves out after a while!
an better main character would be nice! post-ld version? :D
@vigrid thanks! The post compo build has a bit of sound in it for a more fear-inducing effect (actually scared myself...twice while playing the sound version. T'was a little embarrassing!).
@Raptor85, thanks for the heads up! I've not done anything with Unity on Linux before. I'd be interested in seeing how it behaves/doesn't behave, though! What flavor of Linux are you running?
@KevinWorkman, thanks for asking! It says in the entry itself on this page (collecting the little cubes), but it doesn't have these instructions in-game. Definitely something that needs to be added to future iterations of the game. Thanks for the valuable feedback!
Thanks again to everyone for your kind and constructive comments! Keep them coming!
Second playthrough, ctrl stopped working, so I had to use the trackpad, and Apple's trackpads need actual pressure to click, which is pretty awful. So I wasn't really able to spam the light. I eventually got to a place where I couldn't move and was surrounded by evil eyes. I'm guessing that's an end-game state (not a bug), but a little on-screen text would help.
I also tried the post-compo version, and it was still too dark for me. I would've liked the ambient light radius to be at least 2x as large, I think, to get some sense of the environment. I did make it to the ending, but it was mainly through button-mashing.
Wall climbing worked well when I could see where I was. The monsters were great; I love how the monster eyes are tiny and they appear much larger when they hit you. Creepy.
That said, I really liked the "shine light on your enemies to keep them at bay" mechanics, and the ending screen is very satisfying as well.
Good game!
It would be even more scary if the player could actually die.
Good concept, too bad the physics is a weird hard to play with (but that's not very surprising, physics is really hard to tweak, especially in 2 days...). I guess it also lacks explanation and stuff that would turn your proof of concept into an actual game, but I'm already very happy with what you came up with.
The awesome part of this is mood, of course. It's freaky, and the evil fish silhouette when the red eyes find you is AWESOME. Also the game over screen is great.
On the other hand, I didn't feel like the light did enough. Sometimes it got a little frustrating, like I was trying to find a game with a flashlight.
This is a pretty strong entry for its simplicity. But if you're going to tell the player they can move and jump, you should tell them they can climb. There's no reason to suspect that's possible.
Small criticisms on an excellent submission. Great job. Now I'll go play the post compo version and remember that I can walk on walls.