Enduring Light by Swen

Description
In 'Enduring Light' you fight against the shadows.
The playfield will slowly shrink until there is no space left. Killing enemies by spreading your light will increase the playfield size.
Your light will go out if you stay in the shadows or get attacked by enemy shadows for too long. When it gets too dark the game will end. Survive for as long as possible!
Controls
Move - AWSD / Arrow keys / Left Joystick
Aim - Mouse / Right Joystick
Shoot - Left mouse button / Right trigger
Controllers are (partly) supported, but there is no aim assist.
Actors
The Light (You)

The baddies
Emerging from the shadows

The tanky dude
Is slow, but can sustain a few hits.

The shooting dude
Will move towards you while it is shooting at you. It will move away when you get too close.

That fast but squishy dude
This dude is fast, but one hit will probably take him out.

Power-up rune
Picking one of these up will grant the power of the rune to its finder. The finder will be able to fire faster and do more damage with its bullets.

Known issues
- After the game is over and the 'retry' button is pressed, random bullets will fly through the screen (harmless, but visually annoying) [FIXED]
- The game is really unbalanced c:
Post-jam fixes
- Added sound effects and music (still opted out for the 'audio' category)
- Fixed damage power-ups not working
- A bit of difficulty balancing (the game is still unbalanced :D)
Screenshots



| HTML5 (web) | https://insertcoffee.itch.io/enduring-light |
| Windows | https://insertcoffee.itch.io/enduring-light |
| Source code | https://github.com/swenmeeuwes/ludum-dare-42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/enduring-light |
Ratings
| Overall | 496th | 3.472⭐ | 20🧑⚖️ |
| Fun | 547th | 3.278⭐ | 20🧑⚖️ |
| Innovation | 986th | 2.778⭐ | 20🧑⚖️ |
| Theme | 517th | 3.583⭐ | 20🧑⚖️ |
| Graphics | 574th | 3.472⭐ | 20🧑⚖️ |
| Mood | 536th | 3.194⭐ | 20🧑⚖️ |
| Given | 22🗳️ | 13🗨️ |
Again thanks for telling me!
Unless this was enjoyable to play :smile:
I missed the audio. I like the idea of a light trying to shine in the shadow. Maybe it's seen unbalance, but for me, give the experience of "survive" in the middle of darkness. It's like I am trying be a nice person but the world (or people around me) trying to gain for then self and to convince that is better accept the darkness than trying to keep your on light.
Sorry for to much babble
I think if the upgrades made a bigger difference, it would help the balancing since more enemies = possibly more upgrades.
@rafael-endo I agree on you with the audio, I miss it too ;c And I like your babbling. Thanks for your feedback!
@ezra-lafleur Glad you enjoyed the challenge! Will take some time for the audio next time, I agree that it would add a lot. Thanks for your comment!
@zachary-granger I surely could have done a better job at the balancing. The question remains if it should become harder quickly or more gradually. I feel like the game gets really boring in the beginning when you already played a few rounds. If the game gets harder quick you reach the 'challenge' faster.
I also would have liked to limit the types of enemies (e.g. after 1:00 the shooting once would begin to spawn). Like you said, the upgrade should make a bigger difference, I agree.
Thanks for your feedback and comment!
@gexalmighty Thanks for your comment! I'd have to step up my audio game first ;p
Overall you guys seem to miss balance and audio. If I join the next LD I'll be sure to pay more attention to these points. Thanks for telling me!
the graphics look cool in pixel art and it is simply made which is good.
too bad you didn't have time to put audio into the game because it will make the mood setting much better
I hope you will finish this game for in the future.
@raiponz

Noooo, you're fine :p. I did fix the damage power-ups not working in the post jam version. Thanks for bringing that bug to my attention!
@dragongino Thanks for your comment! Power-ups give a small boost. I just fixed the damage boost not working. Again, thanks :)
@drell There is definitly a big difficulty spike. I think I smoothend the difficulty curve a bit more now. Thanks for your comment!