Project Sunspot by AntaresValdemar

Help a fellow robot escape from a mysterious underground facility.
WebGL link: https://antaresvaldemar.itch.io/project-sunspot
[UPDATE] - Post-jam version now available (please do not rate this version): http://gamejolt.com/games/projectsunspot/273365
[UPDATE] - Walkthrough now available: https://ldjam.com/events/ludum-dare/39/project-sunspot/project-sunspot-walkthroughspoilers
Playthrough video: https://www.youtube.com/watch?v=pwkuu-HVgV4&feature=youtu.be
Controls:
Move: Arrow keys/WASD Dash: Space Interact: Return Light: L Pulse(when unlocked): P
Created solo by Antares Valdemar for LDJAM39.
Ratings
| Overall | 541th | 3.171⭐ | 37🧑⚖️ |
| Fun | 735th | 2.6⭐ | 37🧑⚖️ |
| Innovation | 329th | 3.2⭐ | 37🧑⚖️ |
| Theme | 126th | 3.971⭐ | 37🧑⚖️ |
| Graphics | 327th | 3.771⭐ | 37🧑⚖️ |
| Audio | 494th | 2.657⭐ | 37🧑⚖️ |
| Humor | 427th | 2.387⭐ | 33🧑⚖️ |
| Mood | 295th | 3.457⭐ | 37🧑⚖️ |
| Given | 32🗳️ | 46🗨️ |
Maybe there could be some "breadcrumbs" of some type...like if I get close to certain objects they flicker briefly so I have some hint of what to do and where to go. Some gameplay hints of some kind for the player would go a long way and would really build on the cool ambiance you've got going on.
(Please forgive me if I missed anything in my playthough...maybe there were other gameplay elements I just didn't find.)
The light mechanic does seem pretty cool though. Maybe just give the player a bit more to work with: i.e. slower power gauge, a more generous camera angle/zoom, etc. Thanks!
The darkness in the game is supposed to be quite deadly, that is why the player is given a light. Managing your power so you can use the light is core to the challenge of the game, and I feel that putting too much of the map in permanent light would nullify the challenge. Having said that, I do like your idea of including some elements in the map which provide the player with temporary aid. It's something that I would look at including given more time.
As for gameplay hints, the hints are there but they are subtle. I didn't want to spoonfeed the player but rather reward thought and experimentation. However, I am the only one who playtested it and I am the creator so perhaps the hints were too subtle. Suffice to say, backtracking through the level is a defininte requirement. I will probably post a walkthrough for those who want to see the end of the game without having to sink too much time into trial and error.
Thanks again for the comment!
But the ambiance is good and the graphics are in a way i like, those little robots and stuff are very rusty :D
This game is tough as nails. It took me a lot of tries to make it.
I like the graphics! Really strong modelling work done there!
The control scheme is a bit unusual but i got used to it pretty quickly.
I think this game would also be great with controller support!
Overall really well made! Keep up the good work!
Your game has nailed that 90s adventure game feel, but it's just way too hard without a mechanic to let the player resume after dying... In those 90s puzzle games I could at least save at the hard parts and try again without having to replay the game from the start. Saving or a restore point mechanic would've helped a lot.
I found the 2nd jump extremely difficult - there was no hint whatsoever that holding space longer would make me jump further - it just escalated straight from an easy jump to a hard jump that requires maximum distance and timing an obstacle! A gentler escalation of the difficulty with a bit more hand-holding to teach mechanics would've made the game much more playable.
Thanks for the walk-through - I can see there's much more that I didn't get to before getting frustrated, which is a pity...
https://www.youtube.com/watch?v=pwkuu-HVgV4
* Love the visuals playing with light and darkness.
* Love the old school fixed camera angles. :)
Negative:
* The controls feel a bit weird...
* Jump and charge sounds are a bit annoying.
Good entry though! Congratulations!
The Game:
Dark and super creepy. It kinda reminded me of the old Sierra-style adventure games, in vibe and art if not mechanics. Really nice and atmospheric. The actual gameplay was serviceable, but given the time and resources I'm sure you could do something really awesome with this.
I hope you polish this and "complete" it post jam :)
Great entry!
But more important - I'm impressed how you can made it in 72h, SOLO! Graphics, UI, audio are great.
And that you made whole adventure, wow.
I'm impressed.
I have just problems with dashing, for me it wasn't intuitive how much I could jump.
But all in all - WOW.
@brorawr Yeah it was pretty much in at the deep end haha. Glad you liked it anyway!
@spetsdod Thanks for playing, I'm glad you liked the visuals. I did make the post-jam version a bit friendlier and more accessible :)
@ryzy27 Thanks for the feedback! I did have trouble refining the leaping physics, its something I would try to improve in the future. Also you are right about the controls, I changed the setup a bit post-jam :)
@tayopi thanks!
@xqwzts251 Thanks for playing! It was definitely an ambitious project for 72 hours but I'm glad I went for it, it was intense and a lot of things that could be improved but I'm happy with what I was able to accomplish. Will try to keep improving for next time!
Having said that, the sound design makes it great to move even in the dark, and the models and lighting are great. Good job!
I really liked the graphics and the mood. I liked how the objects were interact-able. I also liked how you had a light but it had a cost to its use. I did get stuck on the first area I am not to sure what I did wrong but it was a cool concept and entry.
if you haven't already please give my game a try [Zombie Power Station](https://ldjam.com/events/ludum-dare/39/zombie-power-station) HTML5 Thanks