The Lightwielder - Ludum Dare 46 by 1StepCloser
A game built in 3 days for the LD46 Game Jam about keeping the deer of light alive.


History:
You're known as Shepherd, the Lightwielder. As a sacrifice to protect your people you've been tasked with deploying into the darkness of an infested land to locate mysterious deer that possess powers of light.
Controls:
1) Z to Sprint
2) X to attack if you have been empowered by the runes of the land
3) C Pause/Resume
4) Arrow keys to move around
Goals:
1) Avoid the darkness that haunts you.
2) Keep the deer you've found from running astray.
3) Empower yourself at runes spread across the land.
4) Defeat the octopus nest that guards the Divine Shrine of Light.
Credit:
Programming: 1Step @Get1StepCloser / Art: Chromaphase @chromaphaseone / Sound Supervision: Gabshuai
Ratings
| Overall | 1162th | 3.524⭐ | 105🧑⚖️ |
| Fun | 2161th | 2.784⭐ | 104🧑⚖️ |
| Innovation | 1536th | 3.129⭐ | 103🧑⚖️ |
| Theme | 1744th | 3.408⭐ | 105🧑⚖️ |
| Graphics | 79th | 4.558⭐ | 106🧑⚖️ |
| Audio | 409th | 3.757⭐ | 103🧑⚖️ |
| Mood | 301th | 3.941⭐ | 103🧑⚖️ |
| Given | 71🗳️ | 53🗨️ |
Felt lost and wasn't sure what to do though.
Same for me as most others. I didn't really know what I was doing and really wanted to figure it out because of how beautiful the game looks.
:deer:
Can I find your game also on indiexpo website? The channel is linked with them.
But that website doesnt have an HTML5 player on the page? downlaod the zip isnt very convenient...
thanks for your interest btw !
The gameplay seems a bit hard to me, but maybe i simply dont get it :P
Is there a particular part of this you don't understand or could be worded better?
Which part is most difficult for you?
@matsuya thank you for your feedback, what you state as getting stuck might have possibly been 1 of 2 darkness enemies in the game, one is capable of launching a projectile that latches onto either a deer or the lightwielder and prevents them from moving freely for a small amount of time, the other continually pushes either the lightwielder or deer in the direction of its momentum. These aren't easily visible which is somewhat what we were going for with the limited visibility due to the darkness.
- Magical visuals and sound effects, reminds me of Superbrothers: Sword & Sworcery.
- The intro alone made me feel meeting some Ethereal beings, the feel of mystery around the "Lord" guy is awesome.
Bonus points for mood, a very forboding atmosphere, loved the sound fx, and the animation on the deer.
I played for 10 minutes but couldn't figure out what to do / how to attack the octopus.

Btw, is this inspired by Zelda: Lord of the Mountain in any way? I love the mystery and lore around that and I got this feeling in your game - plus points for that :)

For the gameplay I'd loved to have a bit more extra tutorial guidance because it took me a while to learn the tricks. Nevertheless, I don't know if maybe that was a deliverate decision since it contributed to my investment on the game a lot.
Great work, I'm super impressed.
In terms of inspiration for the idea, our artist Chroma, started drawing up some mock ideas, one of which was deer, then we established what object we would be attempting to keep alive, which is what we call the light of divinity. We then made a connection of the deer with the light of divinity, and connected that with our main character as a shepherd capable of herding, in this case deer, and also wielding light to face the darkness that has swept over the land.
I would say add some sort of indicator where to go.
Graphics are really nice, and it is cool to see entries that spend time to make an intro and have a story. Great job!
Many aspect of the gameplay were developed by us during the jam, its for this reason its very unpolished for now and we did many hotfixes. but with all the feedbcaks we are improving step by step, or should I say @1stepcloser at a time xD
Again, you made a very nice job with the mood of the game. And I liked the intro too.
web version did not work. and on PC I got stuck at "press C" . when I do the app crashes :(
I had a little problem with selected control scheme though. When moving with WASD, ZXC are not very convenient. Plus, I hit C several times instead of X. Maybe it makes sense to move pause button away from the main controls.
I had some feedback i wanted to give:
1. I love the ideas of a flock of cool animals surrounding the player, this is a very pleasing mechanic. ->For the start of the game, i think it would be cool to let the text stay on screen a bit longer as it does right now, i had trouble grasping it all.
2. The lightwielding could be communicated a bit better through more obvious feedback, maybe the lightbursts or objects can move more directly towards an enemy or could get casted in the direction in which the player is facing, i'm not sure what is happening at the moment, at least it is not all to clear when playing.
3. I do not think that too many things are moving or happening on screen as some other players have pointed out though, just as stated above things could be made a bit more clear.
4. The darkness sarkening aorund the player makes things very hard to see and organise when things are getting serious, so maybe just leave a small lightspot lit up always around the player, which then itself could shrink. This would let the player see more of what is happening immediately around him and give more sense of control over the situation.
5. It has some "bullethell" character which many find enticing (you should check out "itta" a recent indie release in case you don't know it yet)
6. loved the sound and graphics! MORE haha
All the best!
I was especially lost in the beginning as the html version initial stuck me into a little black walled box with just two deer, and I just hunt out for some time shooting light into the darkness for no apparent reason, so that was weird. Was able to figure out more once I reloaded, but the mechanics and objectives were still pretty opaque. Again prancing about, wildly shooting light at shadow blotches without it having much of an effect Some better tutorial aspects would go a long way towards making this a more enjoyable and immersive experience. But it's very pretty, and I'd love to see it fully developed.
I walked over a bunch of runes, ended up with tons of deer, made my way over to the octopus... but shooting light seemed to have little to no effect and I was dead within seconds.
It's not clear why the deer are there... I kinda like that they're following you around and stuff, like you're amassing an army... but the instructions say you need to stop them going astray and it's not clear A) If they are going astray, and B) What I would do to stop them.
The shooting light mechanic doesn't seem to have any clear feedback as to whether you're hitting anything. I thought I saw bits of the octopus light up, and assumed I was hitting that bit... but again, nothing much happened aside from instadeath.
Overall: Beautiful, promising, but ultimately confusing.
Game play wise, I had some issues. It was never really clear, what was happening and why. Shooting seemed to work automatically but the enemeies just spawend endlessy and therefore there was no satisfaction in killing them. The screen was so cluttered that I didn't even see when I beat one. Not that it mattered anyway, since there was an endless army of them. So i just ran around the map like a maniac colleting dear and touching those shrines. Then, I found some kind of boss in the corner, which I couldn't beat. Standing next to him and attacking did nothing to his healthbar, but his attacks killed me in just a few seconds. The projectiles were hard to make out and, again, so many of them that dodging was not an option. So I ran away and died shortly after because my light went out and I already touched all shrines in the proximity. That was my experience with the game.
If you can balance out the game play a little and make the combat more transparent and satisfactory, this would become a really awesome entry! The rest already clicked naturally, but game play is king!
Keep it up!
After meeting with my herd, I finally found the darkness thorns and brought light upon the world of the Lightwielder!
I must admit, I didn't get the theme at all on this one.. I enjoyed playing it, though :)
I could not kill the final boss, but anyway, I liked playing your game. This game is very polished !
The map is too repetitive so it's difficult to know where space has been explored. With more variation, the player will be able to recognize specific area and it will be easier to explore the map.
Overall amazing job !
At the moment it's a terrific demo. Please continue working on it and make it special! :)
One more thing, you should add a changelog if you're adding more cutscenes and bugfixes to the game, and maybe also keep a link to the jam version. Anyway great work!