Deeper In The Night by Lorwon
Your goal in"Deeper in the night" is to collect 10 sun fragment in order to make it rise. In your quest you will be chased by ghosts that want to hug you, if they touch you, you have to restart from the beginning. Be aware that the ghosts do not like the light emitted by your torch, but that it may run out of fuel. If you want to refill it you can go near the tikitorch that are randomly placed in the world.
Controls : - z or w moving forward. - j and l turn the camera to the left and to the right. - p disable the torch (in order to save fuel). - s look behind you - The icon on the top left corner mean that a ghost is nearby.

-I made this game with my own engine written in c++ with modern OpenGL. Some GPU with older version of opengl may be unable to run it (I have a 940m and it work fine). Do not hesitate to ask a question if you do not understand something or if the game is not running well.
-All the graphics and audio belongs to me. The pixel art was made with piskel and the audio with Bosca Ceoil. I made everything alone, this is a compo entry.
-I hope you will have fun. And thanks for playing !
-(If the screen is too small you can stretch it, but the aspect ratio need to be 1280/720 if you want the good scale for the image).
-If the game is not launching try to un it with your dedicated GPU (if you have one).
-I made a vidéo of me playing the game for the people who can't launch the game, do not hesitate to watch the vidéo if you don't find any fragment (or if you do not understand how to play the game) ;)
https://youtu.be/7syzw-7I9AM
I hope you will have fun. And thanks for playing !
Ratings
| Overall | 593th | 3.245⭐ | 55🧑⚖️ |
| Fun | 777th | 2.708⭐ | 55🧑⚖️ |
| Innovation | 410th | 3.279⭐ | 54🧑⚖️ |
| Theme | 745th | 2.991⭐ | 55🧑⚖️ |
| Graphics | 404th | 3.5⭐ | 55🧑⚖️ |
| Audio | 490th | 3.059⭐ | 53🧑⚖️ |
| Humor | 473th | 2.398⭐ | 46🧑⚖️ |
| Mood | 330th | 3.442⭐ | 54🧑⚖️ |
| Given | 92🗳️ | 93🗨️ |
```
No such uniform named "isUi"
glError in file C:\GL\Project-0\glUtils.cpp, line 47: invalid operation
glError in file C:\GL\Project-0\glUtils.cpp, line 50: invalid operation
```
Perhaps I am doing something wrong?
I was only able to find a single sun fragment in the many minutes I spent aimlessly wandering. Not sure if I was doing something wrong, perhaps it could have been made more obvious to where they were for those directionally challenged such as myself. A pillar of light or something perhaps, something visible from a distance.
But the fact you made the engine yourself deserves commendation, keep it up man.
Keeping on working!
And, uh, well there are some(a lot) more competitive engines in this world and maybe, just maybe, use them in your next compo to buy yourself more time on gameplay?
I got it to run on GNU/Linux ! Your source code is almost platform-independent (except for one call to PlaySound from Windows MME ("mmsystem.h")). You're missing a 'return' statement in the 'hitbox' function, by the way ;-)
By the way : be sure to disable systematic OpenGL error checking on every GPU operation : this slows your program down, as it will force OpenGL to flush pending draw operations.
For anyone else having key trouble, for me
- W moved me forward
- S switched forward direction
- J and L moved me left and right
Maybe there are other keys, but I didn't find those.
I really liked those graphics and the mood.
And what a technical challenge to not rely on a game engine for a jam!
Well done!
I have a question, is this map procedurally generated? Because I wanted to see trees and ghost away from map but there weren't any.
P.S. Found this little pond :D

@eugenik @bastienre4 Thanks !
@trabitboy Thanks for the comment :) you are right it can be difficult to see them since the light radius of the torch is not so big... I'll try your idea !
@aret24 For the map I used perlin noise and I tried to generate all of the billboard (trees ghost etc) in a decent amount because I was scared that som GPU can't handle to much objects and it's why after some time there is no more trees :) (I think i was scared for nothing because my cheap GPU can handle it :D)
I like the kind of hyprid between 3D and 2D you got going. Gived the game a bit of retro feel.
The music is kind or repetative, but it is not intrusive and does not get annoying.
Really love the ghost approaching indicator. Helps with survivability a lot.
However the game has a large downside that is best depicted by how the theme is interpreted. You are supposed to get deeper into the wood, but there is no obvious "deeper" direction. There appears to be borders, but other that that there is no sense which way to go. And the same goes for the game objective - find the fragments... just somewhere on the map. With no visual hints where to look for them you are stuck with just wandering around hoping to stumble into some. And that doesn't feel that engaging. You don't feel like you beat the game. You feel like you lucked out.
I understand that probably this is not in the least die to time constraints and developing the game engine from ground up, using C++ probably took a lot of time, but that still impacts the overall enjoyment of the game.
The control scheme is unconventional, but serviceable. My only problem with it was the S key. In the manual it is described as "look behind you" so I assumed it would turn the camera facing, while the character direction stays the same. Insteat it just forces the character to make an instant 180. Was a bit of an oopsie when I was running away from the ghost and decided to look behind to check how far behand it was...
PS: The ghosts are adorable!
Good game overall.
@hilvon you are right the way the sun fragment's mechanics is implemented is not rewarding, as you said it would be better if the player do not have to guess where to find the fragments.
I only found one sun piece, and I felt that it wasn't worth it to wander aimlessly hoping to find the other pieces.
So I wandered aimlessly without looking for pieces, got out of the forest and journeyed for a while. I got lost in those seemingly infinite plains, to finally reach what looked like an ocean. I was weighting the path I had walked, wondering if I got it in me to continue the voyage, or should I just enjoyed what I have in my heart right now ? Maybe I should go ba...
There was nothing anymore.
"DeeperInTheNight.exe has stopped working" (crashed in RenderBilboard).
Thanks for the journey.

@thebmxeur Thanks for your comment ! The error you got is because I have a function wich will calculate the height of the camera comparing it with the height of the map, in fact is you go out of the bounds of the map the function will try to test values that are outside of an array then it crash ^^
@alexhall Thanks for your comment ! I'll try to make it darker ;)
Also, controls. UI is not something that needs to be designed for the most part. It's several iterations of tryall and error. It's rather learning it from others' experiences. It would be better to use just WASD here.
Oni thing to say is I couldn't get what is the goal. Why am I playing? If you add something for it, then this could feel like an actual game.
Le concept est intéressant, le choix des contrôles me parait un peu bizarre; Pourquoi ne pas avoir choisi WASD ou les flêches ? Cependant, je pense que le concept choisi pourrait être un peu plus poussé dans une version prochaine (avec des fantômes différents avec des IA différentes par exemple). Dans tous les cas, bravo ! :)
And for non-French speakers !...
Interesting concept, the choice for the controls is a bit weird to me; why not using WASD or the arrows ? However, I think the concept can be pushed a bit further (with different kind of ghosts which would have a different AI). Good job ! :)
Je suis toujours impressionné par les jeux de compo, et celui là ne fait pas exception. J'adore les graphismes, et les jeux de lumière, d'espace et la musiques participent à une ambiance vraiment sympa.
Le déplacement est plutôt agréable même si j'aurais préféré des contrôles plus classiques. La mécanique de torche et de fantôme met une légère pression sans être trop oppressante, bien joué. Très cool d'avoir mis beaucoup plus de morceaux de soleils que nécessaire, ça évite de trop ratisser et d'être frustré.
Bravo !