ScanR by CharlieGray
In ScanR (pronounced Scanner) you are a Droid tasked with finding a missing group of hikers that got trapped in a cave. Use your scanning module to find your way in an environment without light. What might be lurking in the deep?
Base-Mechanic inspired by Scanner Sombre: https://www.introversion.co.uk/scannersombre
Ratings
| Overall | 30th | 4.175⭐ | 62🧑⚖️ |
| Fun | 65th | 4⭐ | 62🧑⚖️ |
| Innovation | 56th | 4.133⭐ | 62🧑⚖️ |
| Theme | 74th | 4.217⭐ | 62🧑⚖️ |
| Graphics | 191th | 3.875⭐ | 62🧑⚖️ |
| Audio | 52th | 4.008⭐ | 61🧑⚖️ |
| Mood | 10th | 4.441⭐ | 61🧑⚖️ |
| Given | 60🗳️ | 52🗨️ |
Very funny level sound effect, hardly audible that you did that yourself ;-) I actually love it when you notice these little things. This makes these LD games so personal and interesting.
Unfortunately I have to keep working on my game now but I will keep your game open an a tab and come back to it once we can vote. Nice work!
Awesome job!
Thanks for playing.
I'm glad you like at least some of the sound effects. It was a first for me to make all effects from scratch and not go the chiptune route with Bfxr. And apart from the boulders I'm happy with the results. :smile:
Well done.
I'm glad you enjoyed it.
But that's definitively something to think about for a potential postjam version. Thanks again.
The movement mechanic has not too much effort put into it but it at least has coyote time so there's that. It's good to hear that the movement feels good.
Thank you for playing.
My only complaint would be that it's a bit too difficult to see the position of enemies even with the scanner, so I ended up just running and hoping they didn't hit me.
One last thing, as a fellow french dev it's always good to be able to use ZQSD :smile: Good job on this entry :thumbsup:
Good to hear the enemy sounds are effective.
And it's also nice that somebody got to benefit from the plethora of control options. :smile:
The game's secondary mechanics that integrate with the main one feel fully explored and each mechanic is taught to the player in an inviting matter. I enjoyed that the checkpoints were forgiving, and that the walls remained painted even after death. Really fun game that explored all of the game's elements well, and a very decent game length.
Really good game! I enjoyed this one a ton. Very unique. :smile:
I'm always happy to see that people enjoy my game. :smile:
But hey 5/5!
The Snatchers were scary but I couldn't see them very well so I jumped over wherever I previously died.
Also the Death Zones were unclear as sometimes you do need to fall down steep holes. (I fell down every hole in case I missed something)
I was intrigued how you made the pixels so I had a look at the source code and it was pretty interesting to colour sprites across the map.
Overall, I really enjoyed playing your game!
I see how the death pits could be confusing in that way, maybe it would have been better to not have that first drop in the game, as every drop afterwards is lethal... Don't know how I didn't see that fault in logic. :sweat_smile:
I'm glad my mechanic intruiged you enough to look at the source code. I hope you didn't have too much trouble finding your way around, for GameJam games I often forego the usage of folders for scenes and scripts. A bad habid I picked up from competing in Trijam, as you rarely have enough time there to think of a good folder structure. :smile:
It's intentional, that the enemies are hard to spot and/or keep track of. In hindsight I'm not sure if that was the right choice.
But it sounds like you still had a good time, thankfully.
Also kudos for MIT licensing your code! This is one of my favourite ludum dare entries!
I'm also happy, that the sound effects did their job.
I hope you weren't too annoyed by the enemies, ultimately they were meant to be scary but not too challenging.
Thank you for the kind words.
Thank you for playing my game and for your feedback.
The lever puzzles seemed kinda pointless to me as they were, it didn't seem to add much, except for the dropping the rocks, that was cool, more physics puzzles could be fun. I didn't really understand the monsters, or why I was suddenly dying without any feedback. (you shouldn't rely on sound-only cues since not everyone will be able to experience it), even when I knew they were there I couldn't really understand their behaviour or how to avoid them, eventually I guess I just got lucky getting past them.
For the lever "puzzles" I agree, they aren't very interesting, but I feared more complex puzzles would be frustrating in the dark (notice how even the current, easy puzzles have lights) and since the main mechanic of the game was the darkness and the scanner I didn't want to have too much of the game take place in lit up areas. Maybe I was too careful with the difficulty here.
As for the enemies, the sole focus here was the sound of them. I agree an option for visual feedback would have been a good idea (and a released, non-jam game should have such a thing). I should at least have had a clear message, that sound is pretty much required. I will keep an eye on that in the future.
I hope you still had some fun, despite the frustrations.
It was my first time making sound effects with only my voice, so I still have a lot to learn on that front. :sweat_smile:
No really, totally honestly. How shocking is this noise. I did not even see these creatures! I also died a couple of times but did not realize it at first. I guess I was still in shock!
Now to the technical review :-)
Really well done, as I said above, I love the programmer art, your door opening sound effect is hillarious :-)
I like the pixel style, I can project myself into that eight pixel high character very well.
The lighting thing is really cool and it works great. The level design is solid, you introduce things while in a lit area, like the moving platforms, then I know what is coming when I see the pixels go up and down in the dark areas. Really good way of introducing new mechanics.
I also like the tutorial as text in the start area. Although it does not make sense that there is a text hovering in the world for superior beings (us) to see. But it is OK, it gets the message across, use mouse buttons, save people. Spoiler alert, they were in my back pocket the whole time. I like this way much better than a large wall of text in a first pre-game screen or even worse, a list of controls outside the game area, e.g. on the HTML page below, which I never read before playing. Text in the game is fine. Concentrate on the game, you only have 48 hours, really good prioritization. Your game turned out awesome.
Overall my highlight so far, really cool, keep up the great work!
I already was scared when the music started but by the time these f****** growling noises came around I just wanted to quit.
But I didn't! I am proud to announce that I made it to the camp. Phew.
I just can say that I am impressed by how a game with such simple graphics can be so scary.
Very well done!
The growling scared the living crap out of me.
Awesome entry, keep up the good work!

I can't express how happy it makes me to hear that somebody enjoyed my game that much.
Thank you from the bottom of my heart. :heart:
That's a cool idea for a larger game. Maybe some metroidvania style of game focues on caving and finding lost people.
Dead people don't vote on games :wink:
Thank you for playing.
I'm glad to hear I managed to create a spooky atmosphere.
Good to hear I could create somethin nice looking with just a few pixels :smiley:
Thank you for playing and the positive feedback.
I'm so glad to hear I could make my weird mouth-noises sound scary. :smile:
Yeah, a bit more story would have been nice, but at the time I didn't manage to come up with anything that didn't seem like useless fluff and would actually enhance the game.
Thank you for your feedback.
Thanks for playing and commenting.
- Really cool
- I liked the scanner function
- Liked the sounds

While the enemies do have a sprite it's very hard to see anything when you encounter them.
It's intentional that the player's imagination comes up with the type of enemy they are encountering. So if you imagined dogs, then they are dogs in your playthrough. :slight_smile:
I imagined the enemies were a extendable version of the [Eater of Worlds](https://terraria.fandom.com/wiki/Eater_of_Worlds)! Eek.

Frankly I think the scanning concept works much _better_ in low-res 2D than in Scanner Sombre, at least for the intent of suspense and fostering the unknown. In SS the point density is so high that it becomes just a fuzzy rendering, but in this game, since perimeters are way visually smaller than areas, most of the screen is totally obscured, which gives a much darker tone.
The sound effects were awesome, and you tell me your mouth made all of them? Well, congratulations to your mouth!
I don't usually tell people what I rated them as, but you get all 5s!
The only things missing are polish things, which are understandably absent in a jam entry:
- Why do you need crates for the lights? Also they kinda looked like vents or a control panel or something like that;
- Would have been nice to not have to hold LMB all the time;
- The jump grounding detection is a bit harsh, or possibly bugged? A couple times playing I attempted to jump off an edge but the jump failed. Most of the time it worked, so no big deal. If you ever continue this, consider looking into that, and adding a little bit "coyote time"!
In response to the polishing things:
- The crates where just set dressing for the light. A better sprite would maybe help with the confusion.
- Yeah, a toggle for the scanner seems like a good idea.
- I actually have coyote time in there, but I agree that the jump sometimes feels sub-optimal. I think the problem is that I used a capsule for the collision shape of the player character. And the coyote time is the only thing why the jump feels decent.
I was afraid the game was already too long, glad that's not the case. :smile:
I really enjoyed this game, the game mechanic was really innovative for me.
I'm glad you enjoyed it.
I really should look up how jump buffering works, I always forget to include that in my games...
The ray casting mechanic is really cool and it works really well. I also loved that the caves were actually pitch dark, and not just sort-of dark, it made for a great atmosphere. I also couldn't figure out the monsters (so I just bunny hopped myself through those areas), but that just made them all the creepier. Well done!
It's nice to hear that the transparency for my inspiration was appreciated.
I hope you found your way through the caves nonetheless.
i enjiy playing youre game
It's always nice to see that the scares in your game land :wink: