Lyza's Knot by William Derksen

Introduction
Poor Lyza. She was only a 10 minute walk from home, but as the night set in she found herself wandering deeper and deeper into the mystic forest. Now she must run from the ill-intending beast that is tailing her to no end. It's hunting prowess leaves no room for Lyza to simply hide, she must find a way to trap him. Maybe the dark orbs she's started to find could be of use.
Gameplay Explained
You are Lyza. You're goal is to survive by trapping the beast out to get you. You must explore the short maps to discover a method of trapping the beast. Utilize the placement of the portals to make your way out of the forest alive!
Controls
Movement - Arrow Keys or WASD
Attacking - ...What? You think a punch is going to take down that thing?
Don't forget to tell us your thoughts on the game! :slight_smile:
ScreenShots

| Youtube | https://drive.google.com/file/d/1MvrTY9btQ6qpadyWyQREc6wefFuHD8VZ/view?usp=sharing |
| Youtube | https://juicyslew.itch.io/lyzas-knot |
| Original URL | https://ldjam.com/events/ludum-dare/47/lyzas-knot |
Ratings
| Overall | 329th | 3.863⭐ | 75🧑⚖️ |
| Fun | 536th | 3.569⭐ | 74🧑⚖️ |
| Innovation | 364th | 3.726⭐ | 75🧑⚖️ |
| Theme | 473th | 3.904⭐ | 75🧑⚖️ |
| Graphics | 260th | 4.169⭐ | 76🧑⚖️ |
| Humor | 667th | 2.869⭐ | 67🧑⚖️ |
| Mood | 17th | 4.453⭐ | 76🧑⚖️ |
| Given | 89🗳️ | 130🗨️ |
Great level progression, with increasingly complex puzzles. The graphics and audio were great in terms of atmosphere, especially the fast footsteps and then
> *Crunch*
@jasper-hansen
Haha indeed the game isn’t particularly self explanatory, we tried to design the levels well to introduce the concepts of the game but there was definitely more space for explaining through the gameplay and design. Curious if you have any suggestions
As for the monster, we wanted it to be somewhat unpredictable, especially when it is out of our sight and generally wandering. This does make it difficult to bait the monster at times. Additionally there are some rules about the monster’s behavior out that we don’t expose to the player that we would have liked to make more visible and understandable. Curious to know some examples of the behavior you found particularly frustrating and why :)
Really loved the horror part)
The monster is unpredictable sometimes but it leads to more action, so I liked it)
I don't exactly understand what I have to do tho, I can't get past the first corridor, the portal seems to kill me and to the right is the beast. If it's a bug, fixing it post jam is allowed I think. Let me know if you do.
Who of you made that animation? I would love to see more of their art if they have it posted somewhere.
@sophiemae0 Handled all of the art and animation and can say more about their other work!
About how to play: The goal is to lure the monster into a loop using the portals! I see that that isn't entirely clear though. For that first corridor you go to the left and into the little alcove, then wait as the beast is stuck in it's loop. After a short time the game will automatically progress you when it detects that the beast is in a loop!
As for the first level you have to let the beast charge at you but step out of the way so he goes through the portal. This gets him stuck in an infinite loop between 2 portals and is how you beat the level
@marcusuke Thanks! The levels concern is super valid. We noted the rapid difficulty progression of the game but were limited by time from smoothing it out with more levels.
@mr-greenhat Thanks we spent a lot of time on developing the atmosphere!
@kamennsq Haha, Our third member (who doesn't have an ldjam account yet) put a lot of effort into the behavior of the monster and got it to a good balance of controllable through baiting, but unpredictable if you get too far away. Glad you liked it!
@gorrgolem That was one of our highest priorities! I'm glad to hear you appreciated it! As for the difficulty, it is quite hard. Had we more time we would've liked to balance the difficulty a bit more.
...Don't tell anyone but... I actually haven't beaten the game.. :sweat_smile:
The level design is actually really good after that. I didn't expect the rocks mechanic, really smart.
Thanks for the answers! I will check out your other game later.
Thanks for the suggestion!
good job! :)
It's addictive!
Use sound to make creature run in your direction was a good idea.
Nice job!
There's something about the sound and animation of the beast grabbing Lyza that made me want to see it again and again. :smiley: Nice job!
Monster-bating was a daunting and a slightly frustrating experience at times. What I mean is situations like this: I just made a monster hit his head the wall one tile south from me; I go straight north few tiles and find myself wondering straight into the monster coming at me from the north.
The puzzles were nicely designed. If I could just... get the damned monster... to follow me. Oh noooo, he got me again :scream:
The pixel art is nicely done, and the death animation is appropriately gruesome.
Lessons learned: bones do crunch.
Pretty much nailed it with the mood of this game! The puzzle was at first a bit confusing and it kinda broke my heart to see poor Lyza going through these horrors over and over again, but after a while I understood and appreciated the game on a different level completely!
Aesthetically the game of course is very pleasing, too! Wonderful job all around!
Regardless, this game was really fun to play! With some more work this could totally become a full game. Awesome job, and keep it up!
So yeah, this entry was horrifying (in a great way).
I do think that the puzzle mechanics kind of undermine the horror aspect once the levels get a little more complicated, but overall this is a very unique game with a lot to expand on. Absolutely bang-up job on this one!