Invisible by Quanthon

[raw]
made by Quanthon for Ludum Dare 59 (JAM)

The true danger is invisible.

Hundreds of adventurers have ventured deep into this ancient tomb, only to be slaughtered by horrors beyond description. None realized what was happening until it was too late.

With any luck, they might learn from the mistakes of those who came before—or leave behind clues for followers.

1.png 2.gif 2.png

This is a puzzle game where your goal is to reach the exit.

You cannot see the traps or enemies in the level; instaed, you must understand them through the signals left behind.

Control

Arrows or WASD: move

R: restart

Credits

Design: Quanthon, tmc

Code: Quanthon

Art: Norisle

Audio: Choefeker

Some sfx from freesound.org

Post-jam Changelog

Please vote on the original version first; then, feel free to try the post-jam version for a better experience!

In post-jam version we fixed: 1. Added the Explorer’s Manual for guidance. 2. Adjusted some levels for better guidance.​ 3. Made marks more visible. 4. Turned off the player's flashlight.

Ratings

Overall 240th 3.833⭐ 23🧑‍⚖️
Fun 190th 3.738⭐ 23🧑‍⚖️
Innovation 283th 3.595⭐ 23🧑‍⚖️
Theme 535th 3.524⭐ 23🧑‍⚖️
Graphics 56th 4.5⭐ 24🧑‍⚖️
Audio 148th 3.952⭐ 23🧑‍⚖️
Humor 272th 3.225⭐ 22🧑‍⚖️
Mood 188th 4.024⭐ 23🧑‍⚖️
Given 75🗳️ 9🗨️

Feedback

SHU WEN
Apr 21st · 04:14 UTC
nice Graphics sytle! i love it! HOWEVER i always stuck when i play the game.... many bug . most of the time i know i already dead but i just stuck in that place. have no choice to restart the game .
🎤 Quanthon
Apr 21st · 06:49 UTC
@shu-wen My bad. Moving after death caused a critical bug. I just fixed it.
skeyven
Apr 21st · 13:18 UTC
The concept is very interesting! Walking through the tomb and reading traces that signal how your predecessors survived or died is a really cool idea! I probably missed having the ability to control the flashlight myself while standing still. But it was fun to play (I think I never quite figured out what to do with the ghosts and just brute-forced my way past them).
The idea is really cool!
🎤 Quanthon
Apr 21st · 16:57 UTC
@skeyven
Well, we made a big mistake—the game lacks sufficient guidance. It’s completely normal if you feel confused. We are planning to release a post-jam version to fix these issues.
skeyven
Apr 21st · 17:45 UTC
@quanthon That’s a good idea. Your game is one of those that’s easy to imagine becoming a full release beyond the game jam :) Good luck to you!
jan Sate
Apr 23rd · 13:44 UTC
Fun game! After playing all those levels I still don't have the exact idea on how the trap/enemies worked. I got a gist of it but I'm not entirely sure on how it works. I think it's not a bug. It's a feature! :D
IRKAR
Apr 23rd · 14:06 UTC
I love player animations they so smooth, cool idea for the puzzle but i cant understand how works skulls also controls sometimes don`t response. Great work!![Screenshot_20260423_170401.png](///raw/25b/76/z/72759.png)
Mr. Flower
Apr 24th · 01:45 UTC
Very awesome work on this one! Took me a good second to realize that the flames "follow" you, really impressive mechanic that made solving puzzles unique and interesting. All of the puzzles were never too difficult, with it being easy to understand things just enough to get buy. Also art style is perfect, didn't realize mario got into tomb raider, lol. Fantastic job on this one :D
Roroto Sic
Apr 24th · 12:47 UTC
My precious !!!!!!! Solid entry ! Great gameplay ! Awesome mood created by these beautifull art and audio !
Congrats to the team !!

![kjhgfdsdfghjk.jpg](///raw/d93/94/z/7292a.jpg)
Railnof
Apr 24th · 13:49 UTC
I ad a lot of fun understanding the puzzles ! And i blocked at one, my mind can't find the solution. Too bad for me x)
JerryWest
Apr 25th · 07:23 UTC
Dealing with an invisible enemy, inferring the enemy's abilities through clues, and grasping the patterns is a very cool idea! The art is very exquisite and beautiful. The ending gave me a creepy feeling. However, it was too difficult to obtain information in the middle.(almost gave up in middle way) Only when the enemy was close could a little visual hint be obtained. At the same time, the setting of "not being able to walk on repeated grids" not only reduced the difficulty but also increased the cost of trial and error. The light of the character made me think there was some special meaning, which misled me for a long time. If the character could illuminate in four directions and obtain information about enemies further away through the light, the experience might be more optimized.
LDJam user 389319
Apr 26th · 16:10 UTC
I absolutely adore the design! there's this one linked in game where you also have to find the right path and since i love that a lot, i really loved that too, what a great entry!! the only thing that really hurt after a while was the music, this high pitched tone there is started to hurt after a while haha
bigfatgua
Apr 27th · 04:51 UTC
I still don't understand the mechanics of the invisible enemies. It seems like I have to guide them to specific locations through my own routing. The footprints only appear when they are close, and I've been deducing the correct path through trial and error (repeatedly dying), but this doesn't feel like the right way to play
elemel
Apr 27th · 12:42 UTC
This game is polished in terms of graphics, sounds, and controls. Really liked the mood of it. But the levels rely too much on trial and error. Maybe there was some pattern to it that I didn't understand. I ended up simply replaying the levels and trying different movement patterns. Since you couldn't retreat, it was usually already too late when you met the ghost. Would have been nice to be able to undo moves. Also found it a little weird that you could shine the light left and right (west and east), but not up or down (north or south).
INORO
Apr 28th · 09:34 UTC
was very fun game, had roughly 15-20 minutes game time, that was very nice!
VenomousMouse
Apr 28th · 09:49 UTC
Very cool game. Great puzzles and very nice vibe. I also liked to just take a few minutes and study those froscos on the wall. Very well done.
Euler Moises
Apr 30th · 19:29 UTC
I loved your game! I don't understand why it's so poorly rated. One of the coolest games I played at LD59.

The premise is great! Paying attention to the signs and learning from mistakes (and between us, the world needs that these days: learning from its own mistakes). The pixel art is very well done and your character is very likeable. The puzzles are simple and quite intuitive. Even the most difficult ones are quick to solve, which encourages you to keep going.

I still don't quite understand how the candles work, but the important thing is that I reached the end...

...and accepted my fate. :)

Congratulations!

![Sem título.png](///raw/23f/f1/z/72fb9.png)
Muraena
Apr 30th · 22:53 UTC
Lovely style, wonderful puzzles and great concept in general!
picross
May 01st · 03:28 UTC
Fun game! I loved the ability to see the steps i took in previous runs, all sokoban games should have that. Some of the puzzles were freaking hard! Nic work : )
quadtree
May 04th · 17:36 UTC
Clever idea, although I ended up solving a lot of the levels using trial and error. Nice job!
remusnomos
May 05th · 16:06 UTC
Liked the graphics a lot! I didn't get how the ghosts work though. Just snuck my way through somehow, after a lot of failed tries.