Light The Way by BobbyTables

[raw]
made by BobbyTables for LD 39 (JAM)

Light the Way is a maze game set in a dark world filled with bloodthirsty ghosts whose only weakness are the occasional crystal towers that provide temporary light and safety when activated. Find your way out or die trying. This is both my first Unity game and first Ludum Dare. Enjoy!

Note: The Web version takes about 10 seconds to load. I would recommend the OS versions as the shadow quality is better.

Ratings

Overall 793th 2.7⭐ 22🧑‍⚖️
Fun 794th 2.4⭐ 22🧑‍⚖️
Innovation 671th 2.6⭐ 22🧑‍⚖️
Theme 820th 2.35⭐ 22🧑‍⚖️
Mood 574th 2.9⭐ 22🧑‍⚖️
Given 26🗳️ 16🗨️

Feedback

Sivael
31. Jul 2017 · 21:24 UTC
A bit choppy gameplay, some more polishing would be good.
Great work though with getting it together:)
oxrock
01. Aug 2017 · 04:17 UTC
Well, I failed valiantly several times. The monsters felt too hard to deal with. I usually had no clue where a tower was and no way to defend myself once the attack started. You could also literally be running into a monster and not see him. I can say that things actually work though, so that's a big plus for your first unity/LD combo! Congrats on finishing.
Thrainsa
01. Aug 2017 · 18:24 UTC
Nice entry, I like the design and music. I think 1 or 2 more towers on level 4/5 would have been nice. I just run during all level without find them.
I would have liked another way to kill them like using your light(vision?) and having a limited time of light to force you to rush and use your light "power" wisely.
One thing that would have been nice would be to bind your space key on a button of a controller because it's really easier to use the controller to play your game.
Somnium
03. Aug 2017 · 04:32 UTC
The intro screen established the atmosphere well.

In the game itself, the music and sounds also worked well to enhance the feeling of urgency.

A few suggestions: The main character turns a bit abruptly when you change to the opposite direction, which can be confusing when the vision cone suddently shifts. A gradual (but fast) turning animation might have alleviated that. Also, a side-effect of the floor being the same color was, that sometimes in long tunnels, it was hard to see whether you were moving or not. Some floor-features might alleviate that optical illusion.

The light towers worked well as a game mechanic, and tied in well with the theme. I amount of health vs. the damage dealt by the ghost was also good. You had to be careful, but it was not punishingly difficult. Having a proper ending screen was also a nice touch.

Nice work!


>Lost in the darkness.
>Chased by ghosts! Sear them with light!
>Escape from the maze.
🎤 BobbyTables
04. Aug 2017 · 02:23 UTC
Thanks for the reviews! My plan was to add fighting into the game play but I ended up running out of time. I have to say Unity was a blast to use and I'm looking forward to future games.
AfroAnt
05. Aug 2017 · 21:16 UTC
Nice mood! Running into ghosts was indeed scary. In the end, I just ran for the exit instead of finding refuge in light towers. The final level seemed to have so few light towers compared to how big it was. Congrats on finishing!
pklaschka
05. Aug 2017 · 22:15 UTC
A decent game – not the best I've seen, not the worst.

For your first Unity Game however, it is really good :thumbsup:.

Gameplay would need a bit more polishing, but others have already mentioned that – and I understand that would be mostly impossible in your first game made with Unity, so no hard feelings there :grin:.

The mood was excellent – you get *5/5* there. It really suited the game and I really got a bit scared seeing the ghosts starting to move toward me.

As there really isn't much more to say (that hasn't been said before), I conclude:

**Great work, a decent game (a very good one for your first LD and Unity Game) => :thumbsup:**
quadtree
08. Aug 2017 · 05:23 UTC
Not bad! I really think the music set a good mood. However, it would have been nice if new mechanics had been introduced with higher levels.
akai_0okami
08. Aug 2017 · 08:45 UTC
Nice game! I noticed that it's possible for the player to turn on a crystal tower even if there's a wall in the way (I'm guessing that's not supposed to happen).
🎤 BobbyTables
10. Aug 2017 · 01:44 UTC
Shhh @akai-Ookami! :) Good find, I should have added wall detecting or decreased the player interaction radius for turning on towers. I think most towers that's not possible except for the first level.
ExciteMike
16. Aug 2017 · 02:07 UTC
I like it! Especially impressive if it was your first Unity game! At first whenever a ghost got me I thought it was glitching, but eventually I realized it's just... dark. Maybe if there was a flash or something so I could see what got me that would be better feedback? But I figured it out soon enough anyway :)
garethjenkins
18. Aug 2017 · 21:32 UTC
Something compelling about movement, but the instant direction changes from standstill were a little disorienting at first.