Beacon of Hope by Mascoll

What to do when you find yourself mysteriously washed ashore on a deserted island?
The only reasonable thing to do is to signal for help.
How? Just try all the ways you can to maximise your odds!
Who knows who will come to your rescue...
PLAY NOW!
Game Development:
This game was developed by members of the Dubious Potions indie collective.
All of the aspects of the game where developed within 72 hours of Ludum Dare 59, from idea to final build.
All assets in the game were made by the team.
We had an amazingly fun time doing this! <3
Stuck? You can spoil yourself with a walkthrough HERE.

| Link | https://milestonegames.itch.io/beacon-of-hope |
| Original URL | https://ldjam.com/events/ludum-dare/59/beacon-of-hope |
Ratings
| Overall | 78th | 4.097⭐ | 33🧑⚖️ |
| Fun | 66th | 4.048⭐ | 33🧑⚖️ |
| Innovation | 101th | 3.935⭐ | 33🧑⚖️ |
| Theme | 204th | 4.097⭐ | 33🧑⚖️ |
| Graphics | 19th | 4.672⭐ | 34🧑⚖️ |
| Audio | 291th | 3.6⭐ | 32🧑⚖️ |
| Humor | 59th | 4.054⭐ | 30🧑⚖️ |
| Mood | 121th | 4.167⭐ | 32🧑⚖️ |
| Given | 23🗳️ | 40🗨️ |
The game looks promising though!
EDIT: Oh the JAM is not over yet my bad
Thank you for your interest and sorry about the hidden page - You race everything down to the last second and of course we forget to set the itch public :face_palm:
Got all the objects but couldn't figure out how to use the matches with the rocks, I feel like I tried everything 😅
But! I want to praise you for a stunning look, I’ve never seen anything like it! Very atmospheric!
@isaac-hisey Great work! You're the first person (that we are aware of) outside of our friends and family to have completed it! Happy you enjoyed it!
@kate-arty Thank you for your kind words! (Hint: There is an outline somewhere that shows where a ladder has previously been hanging - Maybe you need to remove more foliage to see it?)
Puzzles was nice too, I just still don't know how I was supposed to get the code to the chest. I knew what letters I'm supposed to use but I thought I must have get their order from something. At the end I wrote all combinations down and tried each one 22nd out of 24 was correct :D Anyway, I just love how this game is different.
Can't wait to play it again with my kids, maybe I'd even like to use similar technique for some different game jam I plan to attend together with my daughter :) That would be fun!
EDIT: Oh, I can see the walkthrough! Now I know how should I use the letters. I should think of this... but bruteforce worked for me too :)
The puzzle elements weren't super clear to me, but I followed the walkthrough and enjoyed it quite a bit

I love the collage style, really reminds me of a specific genre that for which I don't really have a name, but Samorost is the main comparison that comes to mind (I wish I knew the name of an old series I played as a kid on Newgrounds that really has this kinda vibe). Super cool to see that the art was physically made and photographed for the game.
The animations are lovely, moving around and between the layers of depth is really satisfying. Interacting with everything feels smooth, and the shaking inventory items are a nice touch. The UI in the interactions also looks great, (it reminds me of Rusty Lake). The UI does feel like it comes from a different game than the main art style - it doesn't have the same scrappy collage feel, but that's a very minor nitpick.
The pigeon is a good pigeon. 10/10 for the pigeon. Let's get a pigeon category added to LD.
I'd love to get some music in here! I'll caveat that with the understanding that some games like this get away without music, but I think Samorost could pass without music becuase of it's particularly weird and abstract vibe, it's "spaceyness", and also having a more detailed soundscape. Failing music, just getting some more environmental sound would go a long way. The forest sounds great and has nice variety, I'd love to hear more of that in the other areas.
Admittedly I'm early in my LD59 exploration, but at the time of playing, this has been my favourite.
Thanks for the game!
Played on a MacBook with a trackpad — the click sound felt amazing, especially combined with the physical press of the trackpad.
I got stuck at the campfire though — without the right items to light it, the match kept shaking a lot, which was a bit confusing since there was no actual way to start the fire.
Performance issues were fixed by escaping or changing the game between full screen and not. The game first halted when lighting a fire.
The SFX were pretty comprehensive, the SFX for fire going out reminded me of someone softly snorting out from their nose. I look forward to seeing what you all make in the future!
Love the puzzles too but I was a bit disappointed that I didn't have to take the cog from the options menu to use it in the cave.
Loved your game!!
i really liked the style of this paper theater. good work!!
Thank you for making Point & Click, I love them (and I also develop them)
It wasn't without the rough edges typical of Point & Click. In my opinion, the use of objects should be more obvious.
For example, the placement of the ladder seems impossible to guess without pixel hunting. The hint about assembling the ladder itself is great, but where to place it? Of course, I immediately tried where the hint was. But if the location is different, it needs to be marked somehow visually or with additional identifiers, symbols, etc.
Connecting the paper and the matchstick is also unintuitive; I had to look up the hint. In this case, I don't regret looking up the hint, because it was impossible to guess that the main character wanted to write SOS on the paper.
These are classic association problems in Point & Click, which lead to pixel hunting (sometimes called moon logic).
I've analyzed many such games and noticed that, for example, in Rusty Lake, no matter how absurd the game is, the use of objects is always obvious, and the results can be insane.
I want to emphasize what I mean again:
- key - lock (obvious association)
- gear - mechanism (obvious association)
- stairs - random wall (non-obvious association)
- symbol code - symbols in a fire (direct, symbolic, obvious association)
- burnt match - paper (non-obvious association)
By the way, associations made with the most basic things—symbols, shape, color—seem the purest to me, while the functional purpose of an object can be interpreted in different ways.
Please don't take this as criticism, but rather as food for thought.
Excellent quest, I'd like to play the extended version.
The puzzle with the fire and symbols is good and clear.
And once again, I want to note the very cool visual design.
My thoughts are shared in the VOD. Hope we see you back for LD60. ✌