Beacon by CodeChomper

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

It is dark, enemies are near by. User your beacon to light the level. Be warned your beacon will SIGNAL the enemies and give away your position!

NOTE:

The main menu is DARK also, the auto player will light up the play button in the middle of the screen eventually. I tried to get too tricky with the menu, please look past that and enjoy the game.

Controls:

  • WASD for movement
  • Spacebar to light up the level

Ratings

Given 8🗳️ 9🗨️

Feedback

pfeyffer
Apr 20th · 11:40 UTC
How do I play this game? Neither clicking nor pressing any keys seemed to do anything.
bonedaddy
Apr 20th · 12:05 UTC
At first I thought my screen was too dark for this game, then I realized you need to press the [SPACE] bar to light up (and attract enemies) the screen.

There is something so inherently fun in the short gameplay loop this has. At least one level I'd die and have memorized part of the level, and it was just so fun to re-create my steps. When the levels become longer it becomes less fun of a thing, so I'm unsure how to balance that for a longer game (I did beat all 5 levels), but I think this idea has a lot of potential. Actually feel like I learned something about gameplay/game design by playing this game. Very good!
🎤 CodeChomper
Apr 20th · 20:09 UTC
@pfeyffer I am wondering if the game ever started, the main menu tries to show off the game mode. The play button is not immediately visible. The white cube (automated) pings to show parts of the level and eventually shows the play button. I might have tried to get too fancy with that!
Prismapunch
Apr 23rd · 01:40 UTC
I liked the game. It felt like at some parts that you were rewarded more for "exploring" with the light, dying, and then remembering the layout of the level vs actually trying to escape the enemies. Sometimes enemies would just stop being aggressive to me and I didn't understand why as there was no visual changes - it was far after I stopped showing my light. Interesting concept though!
Jo Bettaque
Apr 23rd · 01:43 UTC
The game was fun when i actually got it to run but the main menu was really confusing and hard to read
McBaker
Apr 23rd · 21:33 UTC
Agreed that the main menu was too hard to read.

The concept is interesting, but I just ended up dying repeatedly and remembering the layout by heart. I wonder how adding a permanent small light to enemies (so you can see them from a small distance, but they can now see you too) would affect the gameplay.
thomaspixelart
Apr 24th · 03:03 UTC
Loved it! Took me some time to understand that if I don't show my light they stop following me haha I think you can maybe teach that on the first level! Other than that, great game, loved the aesthetic, congrats!
FuryOhFury
Apr 24th · 06:54 UTC
Really confusing tbh
Z1116730
Apr 24th · 08:53 UTC
Very interesting design! The beacon mechanic is a true double-edged sword. Not only does it attract enemies, but you can also use it to bait and trap some of them against the walls, which opens up a lot of room for strategy. Great job!
IRKAR
Apr 24th · 10:07 UTC
Basically, I like it, but I got a bit confused and couldn’t find the way to the finish on level 2. I guess I’ve missed something.![photo_2026-04-24_13-06-52.jpg](///raw/25b/76/z/728e9.jpg)
coatline
Apr 24th · 21:55 UTC
I think it's an interesting idea where you have to balance your vision with risking giving away your position. However, I do think that something is missing. I kind of am always forced to repeatedly press space until I can get a feel for the level, which isn't super fun, especially on level 2 where I couldn't find the path at all. But still a good job, and good idea!
LeReveur
Apr 28th · 20:12 UTC
It was challenging, but I managed to escape! I like the idea of an ambiguous signal, that is needed to escape but very dangerous to use… And sometimes both at the same time
It was fun to play and I had to use my brain a little, so: good job!