Crank-Light by Quillwerth

The stresses of modern life were getting you down, so you headed out to the woods with just the bare necessities: A tent, a hatchet, some food, and your trusty, but ancient, crank flashlight.
But in these woods, there hides an evil that's older than time. A dark smog encroaches and your campfire dies down. Find a way out, but keep that flashlight charged... you'll never escape without a light guiding your way!
(Audio attributions at itch.io link)
| Youtube | https://quillwerth.itch.io/crank-light |
| Original URL | https://ldjam.com/events/ludum-dare/46/crank-light |
Ratings
| Overall | 883th | 3.63⭐ | 29🧑⚖️ |
| Fun | 1273th | 3.288⭐ | 28🧑⚖️ |
| Innovation | 820th | 3.481⭐ | 28🧑⚖️ |
| Theme | 1062th | 3.731⭐ | 28🧑⚖️ |
| Graphics | 1684th | 3.269⭐ | 28🧑⚖️ |
| Humor | 1793th | 2.283⭐ | 25🧑⚖️ |
| Mood | 192th | 4.077⭐ | 28🧑⚖️ |
| Given | 21🗳️ | 28🗨️ |
@ladislavodstrcil I'm glad you liked the charging! Just came to me about an hour after announcement. And congrats on that final wave :ocean:
the cranking is awesome but if you can make the character follow the cursor, controls would be smoother and a little easier to get used to.. In the end it is your game however and if getting used to the controls is part of the challenge then cudos.. all in all still very well executed..
@landosystems Glad you liked the holster mechanic. I did play around with unholstering automatically on left-click and decided that it removed a lot of the tension from holstering. Thanks for reinforcing that it was a good choice.
@hiremedeveloper I'm so glad you got that feeling. That tension of needing to physically make it harder to defend yourself was the core I built the game around, and I'm happy it shone through for you :heartbeat: This is exceptionally kind feedback, thank you.
@anrqangel Fair point. I got player movement working very early and then never went back to play with it again - I got used to the 8-way movement but did also think about the scheme you suggest here (W moves to cursor, S moves away, A/D circle-strafe?) would be a good experiment at the very least. Thanks for clarifying!
@marcelo-zoletti I have no doubt there are bugs :wink: I sourced all sounds from Wikimedia Foundation, which was such an incredible resource here. Thanks for playing!
@codexus Did that management subtract from your enjoyment? It's intended to make you feel strained, but I'm curious if you had another take.
@marcusnystrand I like making spooky stuff. :ghost:
@black-flag Thank you, lighting was actually something I decided I wanted to play with before we even got the theme. Glad it helps!
@nicolasjl9 Thanks! The music is not mine, and I pulled it off Wikimedia Foundation with attributions on itch. That being said, I definitely spent a lot of time browsing Wikimedia looking for juuuuust the right sounds and made some edits both in-engine and using Audacity. As you might have guessed, I very purposefully built the finale to play off that soundtrack. Glad you liked the combination. The art is all mine and was done in Aseprite, which I think is a really great tool for this style of art.
@twobitadder Hey, thanks for checking this out! I'm glad the tooltips helped - I wasn't sure if they'd be visible enough. The arrows were crucial to making this work, as well - although I'm uncertain if I should have had them point directly and unerringly to your goals. A bit of uncertainty there might have been interesting.
As the developer, I should tell you that the secret to winning the finale consistently is to practice spawning the potions where you want them. This *is* a skill and not at all random chance! :wink:
This aside, nice "slenderman" feel, and good boss battle! Sound atmosphere is also really good. Congrats!
It's really hard to play on a laptop (where right click is two fingers) so an alternative to holster that isn't right click would be nice.
I'm more fan of in-game tutorial, rather than the wall of text with the instructions and the controls.
Also, It's quite awrkward that the player isn't looking in the direction that he/she is moving.
In the audio side it's very completed with the bits sounds and the atmosferic loop.
Nice entry!
I like how you made gameplay:
- help for navigation, so you never be lost
- time for prepairing before wolf attack (i saw games where something kills you from the darkness and you have no chance to avoid it). Oh, that feeling when you hear the wolf pack barking...
- mechanic with flashlight is amazing. But maybe it's unnecessary to hide/unhide axe cause you already need time to transfer your hand to the arrows and back to the mouse. Plus player can use new strategy - don't move, but recharge flashlight and fight off enemies
- Flasks for hp nice mechanic too (there were too many for me, but it's just for me)
Thanks, i really enjoyed this game!
@euforia-games THANK YOU FOR PLAYING! :grin:
@laura-del-pino I also prefer an in-game tutorial - I envisioned a sunset section where you chop some wood with the hatchet and use the flashlight to find your way to the campfire. Time didn't permit it, unfortunately. I agree that the controls could use some tuning as well - and for your edification, I intentionally made the PC androgynous, so they're whatever gender you want. Glad you liked the sounds, I really feel like the game started to come together when I added them.
@karenin-dmitry No navigational help made the game an unfun slog - that's also why I tried to be forgiving with health drops, because I wanted folks to get to the end of the game within a few attempts. Making the enemies fair was important to me. I tuned their attack speed such that if you turn away from them and run, you can get out of bite range, leaving them frozen for a counter-attack. However, trying to walk backwards from them isn't fast enough most of the time, and you'll get munched.
That leads me to the holstering mechanic... I wanted you to feel vulnerable whenever you had to recharge the light, so having you put the hatchet away was an extremely direct way to communicate that. I like games that give a variety of player options in approach but that tense feeling is too important to me to compromise. I tried to keep it fair with the bark arrows, though - most of the time, you'll have enough warning to move your hand to the mouse, right click, hold left click, and face the wolf before it reaches you. Tense, but almost always winnable.
Thanks for your detailed feedback. Wish I could give more than one heart!