Keep The Night Short by AlexandrosKap
Try to keep the person alive while bad monsters try to eat him?
It is a runner game and you have 4 buttons that you use to win. Experiment with what the buttons do. Every Monster has a weakness.
Made for Ludum Dare 46 with this tools:
(1) Godot, (2) Pixelorama
Font used: https://datagoblin.itch.io/monogram
Music used: https://opengameart.org/content/cc0-scraps
Thanks for playing!
the game has an ending

Ratings
| Overall | 1473th | 3.382⭐ | 36🧑⚖️ |
| Fun | 1244th | 3.309⭐ | 36🧑⚖️ |
| Innovation | 1725th | 3.029⭐ | 37🧑⚖️ |
| Theme | 1935th | 3.271⭐ | 37🧑⚖️ |
| Graphics | 947th | 3.819⭐ | 38🧑⚖️ |
| Humor | 1494th | 2.603⭐ | 31🧑⚖️ |
| Mood | 952th | 3.529⭐ | 36🧑⚖️ |
| Given | 53🗳️ | 42🗨️ |
However, since there was no way of me being able to distinguish between background art and interactable objects, not only did the player have to figure out which moves you were susposed to do for which obstacles, but also what was meant to be an obstacle in the first place, which in my opinion, made it a little too difficult.
It's really great that you finished and published a solo project, hope to see more in the future :D
Congratulations!
I loved the graphics too - the color palette with the pixels was a great choice. I did notice though that nothing had transparency. I can see that being inescapable if the program you used to make the art or the engine you used to make the game didn't support transparency, but it definitely would be nice if you could find a way around that.
I really enjoyed the game though! Good job!
The concept is quick to get but needs a lot of trial and error to master.
Nicely done!
The controls are a bit hard using the mouse, maybe you could add support for keyboard and gamepad?
Unfortunately, I didn't make it to the end (tried it several times!), but I really enjoyed my time with the game, good job!
The controls were horrific. I guess they would work on mobile and that's what you were kinda going for but it was not great to play with a mouse (or touchpad even on my case). I constantly kept missing the buttons because I was mainly trying to focus on the actual action.
I was fun to figure out the different actions and how they should be used to get around different hazards. At first I was like wtf, no explanation at all? But quite quickly it clicked and everything mede sense. Even the icons that looked like weird hieroglyphics at first were actually well designed and perfect for their actions. Never really found out a use for the run though. Or a solution to those triple tribal guys. On my lenghtiest run they stopped spawning too so couldn't really experiment with them too much. The trees dropped fruit a bit too rarely, made it almost not worth it to interact with them since it also cost a hefty amount of, umm, potion bar? :thinking:
The 1-bit art was nice and all but damn it made it more difficult to read and react in time. Some colour would have really helped here but style over function I guess :sunglasses:. My only gripe with the art really was that the character having a solid colour background made it look awkward when it was in from of stuff. The music fit the game very well too. Sure, you didn't make it but it was a good fit. Some simple chippy sound effects would have been nice too. And they even would have helped with the detecting different stuff on that 1-bit style. I mean, two senses are better than just one.
So just now saw your mention about the game having an ending. Guess I have to dive back in. I don't give up that easily, I'm a stubborn old man! :bangbang:
Ok my guess that it has something to do with those triple guys didn't seem to be correct and just waiting them out was the right move. Back to the drawing board...

Well that was actually quite disappointing. Was it just time or distance based? I must have been so damn close on my first lengthy run...
And my key to success (and around a bad control scheme) was to exploit the crap out of stop button. I basically hovered on it all the time and used it to buy me some extra time to react to those monsters and apples. The rest was just a walk in the park. Ignored the gamble trees (house always wins) completely and the ground fruit were more than enough to keep me alive. The game was just so much more boring to play this way.
So yeah, should probably have distance/time left ticking down shown on the screen to hint about the end. Then an actual difficulty curve, some sounds, use of physical buttons and some overall polish and you'd have an awesome little game in your hands.
Anyways, good job! :thumbsup: