Good Shapes, Bad Shapes by ishmandoo
Welcome to Good Shapes, Bad Shapes, a shadowy world of silhouette survival. Dodge a variety of wicked shapes while seeking out wandering orbs of light to keep your own power from waning. Try to stay alive for as long as you can in this challenging, atmospheric game.
Keys:
Move: WASD or Arrow Keys
Dash: Space or Shift or Enter or Left Click

Try it out here or on itch.io
| Youtube | http://www.benwiener.com/not_blog/games/shapes/shapes.html |
| Youtube | https://ishmandoo.itch.io/good-shapes-bad-shapes |
| Original URL | https://ldjam.com/events/ludum-dare/46/good-shapes-bad-shapes |
Ratings
| Overall | 739th | 3.693⭐ | 46🧑⚖️ |
| Fun | 542th | 3.67⭐ | 46🧑⚖️ |
| Innovation | 719th | 3.545⭐ | 46🧑⚖️ |
| Theme | 1614th | 3.477⭐ | 46🧑⚖️ |
| Graphics | 1194th | 3.651⭐ | 45🧑⚖️ |
| Audio | 436th | 3.726⭐ | 44🧑⚖️ |
| Humor | 1634th | 2.47⭐ | 35🧑⚖️ |
| Mood | 275th | 3.975⭐ | 42🧑⚖️ |
| Given | 52🗳️ | 30🗨️ |
:two_hearts:
I like the style of game here where you are hunting for light and dodging advances from enemies as you search. The dash move turned out to be very useful for me - I think it would be even better if it had a some UI or ingame element that let me know when my dash was ready to use again after its cooldown period.
The enemy types had some good variety, I liked their distinct behaviors and the triangle caught me most often.
Sometimes I felt like I would get lost and not know where to look for my next light pickup. Maybe could be addressed by having some sort of indicator that tells you where the closest pellet is, or having the pickups cast more light so we can see them from further away.
I think, that lights are still too quick to reliably catch, at least for my taste.
I especially like how smooth movement feels.
Good job.
As feedback, maybe you could add a "wind-up" animation or sound to the charging shapes (triangles). I find otherwise I have no time to react.
I'm curious as to what framework was used.
I could play on a gamepad, with is great, though I wish it worked with the stick and not only the cross!
Overall though I think the concept of those shadows flows better with a slower paced game - It'd add to the mystery of the game if looking harder (or changing your viewing angle to the screen) didn't let you see everything clearly, and I made me just feel stupid for running into obstacles at the speeds that this game seems to be going at. Turning everything black that is in shadow and making everything slower would've been cooler I think.
I see what you're saying @chaosbrick.
Thanks for catching that @hacktrout, fixed it just in time for the end of the jam!
My best is 54.9 @mbc
However, I found it difficult to determine when some enemies may or may not move. Sometimes, it felt like an obstacle would pulse or teleport in a strange way. If this conveyance was better, I think the game would be great.
The music in this game was great by the way. I really enjoyed it. Good job!
I had trouble reacting in time, since regular walls and enemies were the same color.
Cool lighting effects though.