Luvius by Anudin
I almost chickened out of this this time because I take alot more pride in this entry compared to my last one... But here we go: Please leave constructive feedback! Comments like "It's cool. I like it." or "Get that pile of garbage out of my face!" are worthless. I mean part of them are good for my ego but what other use is there? Be honest. I don't want you to tell me lies in order to get me to play your entries. I'll play them anyway. Even if you leave only negative feedback. Thank you for taking the time.
Quick info related to this project: - The game was created only by myself. My name's Bastian aka Anudin. Hi :) - I do next to no game dev besides these jams. Therefore I consider myself a beginner even though this is my third entry. - This was my first experience ever with audio. - Created with: Godot engine, Aseprite (TogisLp if you read this: I lied. I used paint.net), GIMP and Audacity.

[WARNING: This game relies on positional audio but most people should be fine with their audio systems. You NEED to crank you audio up to enjoy this - there are no jumpscares.]
Blind are the ones' afraid to see. So do you dare to stare into the abyss?
How to play (there is also an in development ingame tutorial)
You're hunted. In order to escape you must find the safe way - and you only hear your enemy.
At the start of each round the level will be illuminated for a very short time. Memorize the locations of the doors, then click on a door which you think is safe. If your decision was correct you will find yourself in the next room otherwise it's back to the start of the level.
If you forget where the door is click to activate your flashlight. But be careful: the flashlights batteries are only refilled every level!
| Windows | https://anudin.itch.io/luvius |
| Linux | https://anudin.itch.io/luvius |
| Original URL | https://ldjam.com/events/ludum-dare/39/luvius |
Ratings
| Overall | 423th | 3.364⭐ | 24🧑⚖️ |
| Fun | 489th | 3.045⭐ | 24🧑⚖️ |
| Innovation | 92th | 3.762⭐ | 23🧑⚖️ |
| Theme | 733th | 2.864⭐ | 24🧑⚖️ |
| Graphics | 451th | 3.455⭐ | 24🧑⚖️ |
| Audio | 46th | 4.045⭐ | 24🧑⚖️ |
| Mood | 45th | 4.136⭐ | 24🧑⚖️ |
| Given | 16🗳️ | 17🗨️ |
The same thing happened on our game in the last Ludum Dare. We solved it by doing this. :)
Loved the storyline, and although my headphone's left ear is broken I still managed to, to be frank, shit myself. You really pulled of the atmosphere part anyway.
I know you didn't ask for comments like "It’s cool. I like it." but honestly I can't fault it, everything added to the setting.
If I really have to nitpick I'd say the "power" bit of text has a very bland font for the game, but that's all I could really find.
However...With the tiny flashlight battery, and the speed at which the enemy (?) approaches, there's really not much time to think about what you're doing. I spent about the first two minutes just sort of blindly opening doors trying to make sense of what was going on. I eventually made it to Level 3 before deciding to throw in the towel.
The story could be interesting with different mechanics that're built around said story, but...there's a bit of disconnect between the two.
The game, flawed as it may be, still feels pretty well-polished; I didn't encounter any bugs or find any glaring problems, which isn't something that can be said often for LD entries.
And, in response to the other comments, it worked fine on my Windows.
@rogue-studios I'll add the control description to this page too. I'll also probably rewrite it for clarity later that day (it's 2AM where I come from).
@binary-coder That's a good point. This was my first time working with sounds and I had a bit of trouble with getting the sounds to play well together and at the right timing :'D
@cliffracerx Better description on what to do will be added after I slept. The flashlight is just a bonus if you can't look fast enough on initial light flash - that's why the battery is so limited. But I can think about increasing it. You are actually spot on on the story - it was added really late because I felt the game would lack alot without one. I think I pulled it off pretty okay considering the little time I had to do it but I agree it can be improved on.
Thank you all so much for the reviews!
Give the player a clear indication that it choose correctly and if you lose try to change to another screen or something else before resetting the level. The other thing is that you can loose way too quickly, you can hear some steps just before you lose, so try to give the player some time without any noise and then the steps sounds.
It will benefict your game a lot because you can scare the player and at the same time that it will feel more just.
It's a innovative game and I really liked your idea for it. I hope this is the kind of comment you wanted. (And please don't play/comment on my game if you aren't interested on it, I wanted to play yours and comment on it because I found it interesting)
After a lot of trial and error I started to get a handle on the mechanics and was able to get to level 4. The best I could gather from the game play was that I had to figure out what door the sound was coming from and not go in that door. This seemed simple enough and I got far solely on that information.
A few games in, I realized there was a flashlight that I can use (I'm guessing I was good at hitting the door the first time). Again I thought this was a limited resource to find doors as you get later on and thought that was it. Then I read the comments and saw comments about the speed at which the enemy was coming and comments about the graphics being great (which not to offend, but so far all that I had seen was a static scene which while not badly drawn wasn't particularly special). All this leads me to believe I'm missing something about this game. I don't know if I'm not, but it gives me an uneasy feeling that even by level 4, I wasn't sure I knew what I was doing.
So, given this, the biggest issue is that the game doesn't do a good job explaining itself. I know there is a "How To Play" section, but I didn't gleam a lot of information from it ("Click on the door you think is safe" is too obtuse if the game doesn't teach you what is safe). I'm not suggesting that you spell everything out, as that would kill the mood, but you need a way to teach the user the language of the game in a lower risk environment. A quick way would be to really telegraph the audio at the beginning, and slowly obscuring the audio in a logical manner, or using specific sounds relevant to the scene that help clue you in as to what is happening (knock over a vase, or closing a window to block out the outdoor sounds) or using the same things to manipulate the scene.
Also as a note the audio direction is great, and you should focus on explaining what is going on through audio to keep the mood consistent. I'd go so far as to narrate the story rather than have the user read it.
I gave alot more time to audio which is also why the story is not really related to the gameplay (well it is very loosely).
Adding like a little tutorial room is a good idea but at the end of the jam I was too tired to do it - I might actually add one today. I absolutely agree that the game doesn't explain itself and try to fix this today.
Thank you for the feedback!
When I click anywhere in "Level 1" screen fades-out I hear "Game Over" and then "Level 1" appears again. I don't get to see the actual level. Tried restarting the game, but same thing happened. :worried:
Here's a gif of how it looked:

Please play, rate and comment our game aswell:
https://ldjam.com/events/ludum-dare/39/disaster-on-nebula-one
But the tone was spot on. And the art, audio and design all worked nicely together to give that super creepy feel. I think the best improvement would probably be better explaining in-game how to play, I understood the flashlight and clicking on doors from the tutorial, but nothing said "you're being chased, listen to where it's coming from and choose a door to run away) I had to quit and re-read the description on the download page to figure it out. I also didn't figure out what was happening when I was dying, that the game was over when it said "level 1" again (since I was clicking too fast and didn't hear the voice).
But yeah, overall a really sweet game, well done!
https://www.youtube.com/watch?v=UuqwkTmpFMg
Thanks for being part of the stream :)
The sound on the foodsteps could vary more - I agree completely - I just didn't know how to do it.
Finally speaking on the tutorial - I suck at that. I also suck on explaining stuff to people in "real-life" so that just might be a thing to work on. Especially as a game designer you need to explain and ship ideas I think.
Mood is very good.
It makes for a tense game, but only after I understood how to play the game.
The explaination/tutorial in the beginning is not very helpful, for understanding the timing of the game. The first 5 times had me guessing what happened and what "she" said.
It does get a bit repetitive and I quit after level 3.
The graphics are nice and clean. And your first incorporation of audio worked out well.
The theme is there, but fortunately it's not so in your face, as you can easily do without the flashlight.
Good entry and keep it up!