Nyctophobia by mhaton

Download
(Windows only :disappointed:)
As I was short on time this event, I decided to make a small, less ambitious game. Try to make your way through the maze to find the light at the end. Don't let the darkness steal your light.
Built in GameMaker Studio, about 18 hours of work, 2 hours of trying to get shadows working and 2 hours trying to get it working in HTML5. Neither currently working. Bleh.
Info
All assets (heh, assets, aka maybe 4 sprites, two sound effects and a piece of music that's maybe 40 seconds long) created by me from scratch.
Tools used: GameMaker Studio, Reaper, Audacity, Photoshop
Controls: WASD, Space to activate light sources at a cost of your own light
Tips: Memorisation is the key. It is technically possible, but you need a nearly perfect run to do so, and you need to work out where you're going. This will take many attempts. Alternatively, give in. Stay in the darkness. It's where you belong anyway. The longer you take, the less light you will have left, and the faster the darkness will catch you.
Controls
WASD - Move
Space - Activate light source (costs some of your own light)
Images

In case you need it again, download the game and source code (if you like pain) from itch.io
| Windows | https://matthaton.itch.io/ludum-dare-39-nyctophobia |
| Original URL | https://ldjam.com/events/ludum-dare/39/nyctophobia |
Ratings
| Overall | 367th | 3.261⭐ | 25🧑⚖️ |
| Fun | 385th | 3.043⭐ | 25🧑⚖️ |
| Innovation | 203th | 3.391⭐ | 25🧑⚖️ |
| Theme | 103th | 3.913⭐ | 25🧑⚖️ |
| Graphics | 339th | 3.217⭐ | 25🧑⚖️ |
| Audio | 32th | 3.955⭐ | 24🧑⚖️ |
| Humor | 427th | 1.941⭐ | 19🧑⚖️ |
| Mood | 14th | 4.304⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 3🗨️ |
I liked the music and the small narration.
But it is too difficult.
I make a lot of try but I did not succeed to go to the end.
May be it needs a way to regenerate our light.
If anyone actually manages to beat it (there's only actually the one level) - props :)
So sadly it feels like you need to memorize the more smaller corners of the labyrinth.
The darkness chasing after the light and eating it looks very cool and smooth.
The music sets a darker mood to it which is nice.
The sound effects kinda work. The one of the darkness moving is especially nice. But overall they could have supported the mood better with more "stylized" sounds.
Overall pretty fun to check out, although you shouldn't expect to recover when you're hit...
Great atmosphere I think it's pretty well done!
I like that you made the game over go all "again and again..." making you feel the game says its literally unbeatable.
I actually didn't finish it but you said it can be finished and I think I would've finished it with enough time because I do feel like I already memorized some parts of the map.
I don't want to ruin that aspect of the game but maybe later versions where you have even more gameplay going on could have a map (discovered only, like Hollow Knight or something).
I LOVED the drakness embrace/chase graphics, feels really creepy and cool =)
The darkness is a formidable foe, slightly unnerving and even scary once you are low on light. The lighting system also works well, especially the one frame flash when turning on a torch.
I've been ranting against mazes a few times already and here is the short if it: memorization isn't interesting; having to restart the maze from the very beginning and executing the same moves over and over again isn't interesting either, it is annoying in fact.
So how to get around memorization and endless retreading? More hand crafted levels or (at least partially) procedurally generated levels. This would also switch the project from deductive logic problem solving (puzzles) to inductive problem solving (games), which I'd prefer for one.
A little technical niggle: full screen does not work properly for me at least. The HUD does not scale, you see.
Good work. With some more polish and tweaking this would be a very moody experience indeed.
I really like how, with a relatively simple idea and graphics, you managed to create such a powerful mood. The music, the imagery, how "enemies" stay hidden until they get close enough to you... overall, it all works together really well. Proof that the whole can be more than the sum of it's parts.
I really liked it. However, if i had to be really nitpicky, i'd say that the light being able to shine through walls kinda... took me out of it. When you get close to a wall, you can see it on the other side. I won't rate you worse because of this, since it's a really silly thing and doing this in around 20 hours is impressive. But in such an atmospheric game, that drags you in, this took me out of it...
Overall, i really liked it. Great job, and best of luck!
Suggestions:
- I don't think it was possible to dodge the smoke. It moves too fast and your view is too limited. I think it would have been just as effective if the smoke moved slowly, so you could see it in the light, freak out, and back away being slowly pursued.
- I didn't understand the point of lighting the areas. It costs you light but doesn't seem to get you anything. Maybe make the lights persistent through each run?
Bugs:
- Not sure if this was intentional, but I could see the maze and the enemies when it was dark. Maybe the contrast on my monitor is just high, but it was possible to make it out.
EDIT: I think this would be really creepy if it is expanded to a first person 3D horror game... that's why I love top down games; larger field of view so it is less scary.
If I got it right the lights are used to lure the darkness while you escape? I found quite good but the darkness was often too close of the spots so enlighten them would cost 2 lights instead of one by being hurt during the process.
I didn't finished it but I saw the exit right before I died so I was close I guess. So yeah, working on the balance could help, like changing the maze or just slowing down the darkness a little bit!