Nighty Night, Nosferatu by Shawn Moore
Nighty Night, Nosferatu is an action platformer where you must survive each bitter sunrise. Lurk in the shadows to delay your inevitable doom.
🧛🏻 Play now in your browser! 🧛🏻
Controls:
* Arrow keys, WASD, gamepad, anything you like.
* Z, space, etc to jump. For my Dvorak friends, semicolon works too.
* That's it! Dodge that sun.
* If you find any level too difficult, or you just want to skip around, I left the n and p debug keys enabled.
The dynamic shadows used in this game really tax some computers. I put in some reactive performance adjustments, so if you wait in-game for a minute, it should improve at least a little. Try using other browsers, I had some surprising results. If the game is still unplayably slow, I'm really sorry :(
How it was made:
- 1500 lines of JavaScript using Phaser and illuminated.js.
- 18 pieces of art made in Aseprite with @adamcyounis's palette.
- 10 sound effects made in ChipTone.
- 4 songs made in Abundant.
- 119 todos checked off in OmniFocus.
- 32 hours streamed to Twitch (the vods are 85 gb)
- 350,830 keystrokes (since I use vim the most common was j, followed by → and ←)
- 11,339 screenshots (41 gb) for the time lapse.
- Longest time waste: integrating Illuminated into Phaser, but I stuck with it because it was table stakes for this concept.
- New personal best: made my first run cycle spritesheet that I didn't immediately hate.
- Biggest regret: the performance of the shadows is out of my control but I worry it might make the game unplayable for some.
- 30/48 hours of dev time: 14.5hr on coding, 9.5hr on design, 4.5hr on art, 1hr on sound, .5hr on music, and 18 hours of rest. Here's what my weekend looked like (each box is one minute):

| Link | https://nosferatu.shawn.dev/ |
| Source (JavaScript) | https://github.com/sartak/nighty-night-nosferatu |
| Dev timelapse | https://www.youtube.com/watch?v=G2d-MSTURxE |
| Original URL | https://ldjam.com/events/ludum-dare/50/nighty-night-nosferatu |
Ratings
| Given | 33🗳️ | 20🗨️ |


I love the animation when lil' Nosferatu explodes. I died quite a lot, and I liked it. I felt like the difficulty was fair.
I'm really impressed with the shadows, and the way you have to predict/react to how the sun affects all of the pieces on the map. This is some deep gameplay, and I think you can get a lot of mileage out of it if you feel like making this into a bigger game.
I would have loved if the scenery was a bit more...vampire themed? Like gargoyles and mausoleums, gothic things that would evoke the Stoker aesthetic.
Anyways, top notch work!
As a programmer I feel like Nosferatu when I go to the beach xD so I had experience already :)
Jokes aside good job, thanks for this entry :)
The numbers in this submission are a submission in their own right; awesome to get that insight :)
I liked this one a lot. Fit the theme well, and I liked how freeform some of the levels were. Definitely seems like it could be extended post jam with more levels. Good job!
The movement system felt pretty good, although jumping on single wide platforms was a bit tricky.
I'm curious if the timing on the sunlight death mechanic would still be intuitive without the UI above the character.
A more vampire-style tileset, maybe a white sun and some leaded glass? :eyes:
The weird dithering effect on the gif compression actually looks kinda cool. Honestly no clue how that could be reproduced, but I want to see more of that in games.
Oh yeah, what does the M key do?
The whole avoiding the sun was super fun though and it was a good challenge to figure out what my next steps should be if I didn't want to turn into dust.
@dae-udain Heck yeah! 12 deaths is the lowest I've seen so far!
@milq hehe I am absolutely rubbish at composing and playing music, you caught me ;) Glad the gameplay made up for it!
@kimberly thanks for the constructive feedback! I shouldn't have put in any one-tile-wide platforms, yeah, I didn't really intend for that ever to be part of the solution. I just needed to completely block the sun at the beginnings and ends of most levels :) The little health bar is from me overcommunicating the game mechanic, but yeah maybe not needed since the rest of the sounds and visuals communicate it pretty effectively as well! And I agree, I do think the single biggest improvement would be to all-in on the vampire aesthetic throughout the art. That one's mostly due to poor time management. :) The M key is a debug feature I left in for showing a meteor shooting star sort of effect, no impact on gameplay! I wasn't entirely satisfied with the visual of it so I'd meant to come back to it and never did. You're the only one who's found the M key so far. Anyways, thanks again for the thoughtful suggestions!!
@payaosito hehe yeah having a level indicator and maybe level select would be a good idea. There are 13 levels in the game. If you feel like it was that one particular level that made you give up, you can use the `n` key to skip levels. But either way glad you enjoyed what the game was going for!
@pcarl anti-platformer is a good way to put it! :) A similar dynamic is the players I've watched often immediately rush to get to the other side of the level for no particular reason, only to get caught in direct sunlight. Usually the better plan is to wait for the right timing. So it's also maybe a little anti-speedrun too! Gosh I didn't realize I created a commentary on platformers lol
@initialposition aww I'm really sorry about the framerate :( if you feel inspired, maybe another browser would work better. For example I was surprised Chrome seems to be a little bit more laggy than Edge. Anyway your reference to SMB3 is making me blush. :)
(P.S. I'm also a huge fan of the data you collected and graphs of how much time you spent doing what, the insight is really cool. Maybe I might try doing something similar next jam.)
@forgin-bits @dingledorf sorry the game was laggy for you! :( If you feel inspired to give it another shot, trying a different browser *might* help. Having a smooth frame rate also does make the controls a lot easier to manage.
And yeah I geek out on Quantified Self so it's always fun to figure out how I'm spending my time and how I might better allocate my time next jam! Like this one clearly proves I could spend less time on coding and more time on art :)
I especially thought the spinning platforms were a great addition because of the way they force traversal of the level and stop the player from just "camping" a spot. From a puzzle perspective, the buttons attached to the turning platformers required a good deal of puzzle solving, and they were really fun to use!
The stages with the two light sources felt a bit punishing as it was sometimes hard to distinguish where you could stand for it to be safe, I'm sure if this was a full game, the more levels I played using it I would get use to it though! The text maybe should have been a more obvious pixel art font, that sounds like such a nit pick, because it is, but just for some extra retro points!
It was quite hard to think of any critical feedback because of the fact that this is such a well polished game with a great concept and executed amazingly. Overall, I really had a lot of fun playing and this is an amazing entry!
Overall deaths: 25 😎
@diego-escalante Yeah this is secretly a puzzle platformer disguised as an action platformer! :) That's a great point about the shadows. Having a diffused edge to them looks visually better but yeah, it does come at the pretty steep cost of muddying the core mechanic. In case you're curious, here's a comparison of the difference:

Actually, you know what... just for you I snuck in a secret hotkey: if you press `c` during the game it toggles between crisp shadows and diffuse ones. Enjoy! :)
@black-flag thanks for very kind words! 25 deaths is really well played!! Glad you enjoyed the spinning platforms and what I called the drawbridges... those were the two twists I added to open up the design space: automatically-moving platforms that cast shadows, and manually-moving platforms that cast shadows. :) And yeah for the font I like your idea, I wonder if I could find a gothic-looking pixel art font to make a more consistent experience :D It didn't even cross my mind haha. That last level was intended to be a challenge, but I think you're right that it was more "incidental challenge because the UI is a bit hard to read" rather than the puzzle I was going for with the rest of the game.
highlight: https://www.twitch.tv/videos/1451440143?t=04h45m02s
P.S. I also realized I streamed your LD43 pig headed pirate and LD44 jump coins.
I'm working to migrate the database over to my archive page on itch, they will be available soon (highlights and links).
Thank you for sharing your game on my Twitch stream (MsMiaChar). Please feel free to revisit my feedback at https://www.twitch.tv/videos/1447734991?t=00h14m05s
https://www.bookiemarket.net/