Journey in the Dark by FurkanFS

Welcome to Journey in the Dark
This is my first ludum dare! Have fun playing Journey in the Dark! Please leave constructive feedback so I can learn and improve. Be honest and critical. Thank you for your time!
Game description
You are trapped in a dark cave and the only way to escape is going forward. Luckily you have a flashlight, however, there is only limited capacity. Use the flashlight wisely and mind your step. How far can you go? Beware of the dangers! (note: there is no escape!)
Controls
Use W and D to move left and right. Use Space bar to jump. Use the mouse to aim your flashlight and click and hold to activate your flashlight. Stop pressing mouse button to disable flashlight to save power.
Objects to die from:
- Sharp edges
- Holes in the ground
- Lava ball
- Swinging axe
Credits
- Programming: Furkan Sonmez
- Art: Furkan Sonmez & Liza Sonmez
- Sound: Furkan Sonmez, Brackeys, xDimebagx(freeSound.org)
Used software and hardware
- Programming in Unity3D C#
- Art in PhotoShop and on iPad pro using ProCreate
- Sounds from freeSound.org, or from brackeys: http://devassets.com/assets/2d-mega-pack/ and modified in Unity3D
| HTML5 (web) | http://www.kongregate.com/games/FurkanFFS/journey-in-the-dark |
| Original URL | https://ldjam.com/events/ludum-dare/39/journey-in-the-dark |
Ratings
| Overall | 289th | 3.565⭐ | 48🧑⚖️ |
| Fun | 307th | 3.326⭐ | 48🧑⚖️ |
| Innovation | 175th | 3.522⭐ | 48🧑⚖️ |
| Theme | 29th | 4.261⭐ | 48🧑⚖️ |
| Graphics | 371th | 3.652⭐ | 48🧑⚖️ |
| Audio | 368th | 3.098⭐ | 43🧑⚖️ |
| Humor | 562th | 1.973⭐ | 39🧑⚖️ |
| Mood | 133th | 3.8⭐ | 47🧑⚖️ |
| Given | 37🗳️ | 53🗨️ |
Maybe working a little more on the menu UI and putting some sort of tip to click on the mouse button when the flashlight is turned off.
If you invest more time in this project after the ludum dare, this could evolve to something exciting.
Good Job!
Great idea, challenge, I made 92.
Overall very good, (especially for a first try!) but since you asked for criticism:
- Maybe start off with some easier obstacles, my first couple of tries I died with a nearly full battery on a hard first obstacle. Get your players to invest in the game and then kill them when they like it :)
- Showing the area after death is nice, but doing so at full brightness is a bit jarring, maybe place a large gradient around the player to still allow the player to see where they failed while preserving the atmosphere.
- At the beginning you already show the start area. The effect of the dragon would probably be greater if you can only spot it behind you with your flashlight.
- While I understand your explanation, I agree with BAJARYMI that sometimes its hard to see what kills you. Especially at the spikes at the edges of some of the platforms. It might be clear that they are deadly, but where the killzone ends is hard to judge and critical information for an instant kill.
- If you use Kongregate as your primary distribution platform, try to match their template size to avoid the scrollbars. (And add a full screen toggle)
But as stated before, it's great already :)
**Just one thing:** I have to agree with @bajarymi and @arnage: I also understand your explanation, but it would have been great if it had been a bit clearer what's an obstacle and what's not (it doesn't have to be shining red, but just **a bit clearer** – maybe by having just a bit more contrast in the brightness of the colors…).
All in all, a great game, thank you for sharing it.
Of the games that I have played so far, this is the one that creates a mood for me, so great job there. I did not rate in audio, though, because I am not clear what you created and what was downloaded from freesound and/or Brackey's.
Also +1 for providing a web build! Again, the first game that I have played to rate that did.
Differenciate the lethal elements from floor and not lethal elements. Some games uses colors or more exagerated forms.
At first try I didn't understand what was going on. Maybe a little animation or decreasing light will help.
It's more likely to die than running out of battery, so this is a thing to balance, in my opinion.
Overall, great envoirement and style, the dragon is stunning! Good luck!
I had also my problems with obstacles and sometimes it was not clear for me what is deadly and what is only in the background. In my opinion color would destroy the atmosphere ... but maybe make them sharper?
Its nice that the startpoint changes but after a time the obstaclesareas repeat themself.
But i had managed to 172m and was fun to play.
I am very happy and excited to receive so many positive comments. It’s really appreciated!
However, it was a very innovative used of light and the game is very well polished and played nicely. Well done!
I wish the shapes of some obstacles were more clear though,
But you made it well so, well done !
Especially the stone with monster look really bring me in the mood!
Also the main system of the game(battery consume) force me to not to turn on the light all the time, this lets the gameplay feel more compact!
I did find that the dangerous objects were hard to make out at first, but once I learnt the various puzzles I knew what to avoid.
Great game!
Good job!
The idea of flashlight wisely is very innovative, I liked it! Nice difficult levels, it is hard but not impossible, and you feel fear when you walk in the dark.
When I played, some pieces of cave repeat. It could be some easier puzzles in the begining, to be able to play without keep the torch flashing, but maybe it is just because I am not too strong playing it :P
The only thing I would change is to accentuate somehow which think are gonna kill you, spikes, blades, pits... Don't know how though :)
It's a bit hard for me, but I like it ^^
Well done !
The idea is a great take on the theme and you managed to polish up the game quite well. The graphics were simple and the colours works well in this kind of athmosphere that the game creates. The audio is also simple but elegant and did not annoy the player so it was easier to focus on the game.
As others have said the main complaint I have is the jumping did not feel quite right as it was very easy to jump into an obstacle and die instantly which took away some of the fun. Also wall jumping would be a cool and fun mechanic to include to increase the fun factor.
I also noticed that the level differed from time to time which is also great. I couldn't tell if it was procedural or not though.
Overall great job!
https://www.youtube.com/watch?v=OWNSsNR3doE
Thanks for being part of the stream :)
It seems like obstacles are not always obvious (for example little spikes in that construction with platforms and kind of half-hill on the other side)
Kongragate give strange scrollbars on the left and bottom of the game, perhaps moving game to the other platform (itch.io?) could be good idea
Overall the game is awesome and worth playing couple more times!
But i don't want to take out the merit this has. This is a great game, really worth checking and fun to play. I feel like, with a little more work on it and polish, this could be a great experience! I could see this in between my mobile games :P
Great work!