Beware the Dark by Lone_Wolf
You strayed too far from your home and darkness set in. Make it back and don't get eaten!
Welp that was fun. This is my first Compo game and it contains the first music I've ever done ~~Go easy on me~~.
It unfortunately doesn't follow the theme as much as I had planned. If I got my way you would have to dodge gusts of wind that would put your lantern out too
Controls * A/D to move. * SPACE to jump


Made With Phaser 3.0
For those looking at Github: LD version of this game is in the ludum-dare branch
| Youtube | https://lonewolfht.itch.io/beware-the-dark |
| Youtube | https://github.com/LoneWolfHT/beware-the-dark/tree/ludum-dare |
| Original URL | https://ldjam.com/events/ludum-dare/46/beware-the-dark |
Ratings
| Overall | 802th | 3.104⭐ | 26🧑⚖️ |
| Fun | 601th | 3.188⭐ | 26🧑⚖️ |
| Innovation | 610th | 3.188⭐ | 26🧑⚖️ |
| Theme | 980th | 2.875⭐ | 26🧑⚖️ |
| Graphics | 715th | 3.125⭐ | 26🧑⚖️ |
| Audio | 295th | 3.396⭐ | 26🧑⚖️ |
| Mood | 111th | 3.82⭐ | 27🧑⚖️ |
| Given | 27🗳️ | 23🗨️ |
Also, when you are not using the key q (or z), you can also make that q = left and z = up, so that azerty keyboard don't have to change layout to play the game ;)
BTW: Increasing the difficulty increases the size of the woods
As others have mentioned, the gameplay is a bit basic, though when I was travelling full speed to the right, it reminded me a little bit of something like bit trip runner.
I think more variety in the level layout (especially some verticality) would make the player go slower, and contribute even more to the eerie mood you're going for.
I'm planning on continuing this once I finish porting my LD45 game to Phaser too. (For those who have played it: Yes I lied about not continuing it)
Among my plans for this game are:
* Wind - If you don't dodge it your lantern will go out and you will have to navigate in the dark with the monsters chasing you down
* A story to go with the game, and maybe other areas you have to make it through
* Making the monsters in the trees drop down to the ground at a regular 1-3 second interval. That way you will have to memorize their movement in addition to location
Good work on the mood tho, even more since it's your first time at making music !
- When you die (or win) and the game is unresponsive for a few seconds that's pretty annoying. It should either have a button that let's you restart immediately, or have an animation that plays so it doesn't just look like the game ended. I originally thought I was going to have to refresh the page to play again.
- I think the monster hiding could be done much more effectively with a bit of graphics trickery. Basically, have the light work as an inverse-light on the monsters, so as you get closer they just naturally fade out. This kind of fade out would, I think, look a lot better. And it would look pretty cool--as you got closer with the light, the monster sprite would kind of get camoflauged into the background. I think it would be neat.
In terms of music: I like what's there. If I'm not mistaken it's quite short and therefore kinda repetitive. But it does succeed at creating the correct kind of atmosphere for the game, which is half the battle. :smile:
This is a really good concept game. I like the mechanics. It becomes too easy after you learn how to play. But it's still good.
I would change the dead state so we can start playing again immediately, as others pointed out.
Congrats!
I beat it easily on Hard mode :sunglasses:
I enjoyed it overall, the music was cool, the art cool, the theme was *kinda* used (if you die you lose, basically, so keep alive to win) The woods were spoooopy :ghost:
I enjoyed it! :smile: