Lost Light by The_G
In Lost light, your objective is to make it as deep into the cave system before your lantern runs out of fuel.
Journey deep into the caves where you will find no shortage of strange and mysterious spectacles, and extend your stay by claiming any lantern fuel that has been left behind by previous adventurers.



Update: Raytracing support now working! Check out the RT version on my Itch.IO 
| Link | https://veorge.itch.io/lost-light |
| Link | https://github.com/GeorgeYarwood/Deeper |
| Original URL | https://ldjam.com/events/ludum-dare/48/lost-light |
Ratings
| Overall | 551th | 3.74⭐ | 27🧑⚖️ |
| Fun | 698th | 3.48⭐ | 27🧑⚖️ |
| Innovation | 543th | 3.542⭐ | 26🧑⚖️ |
| Theme | 355th | 4.04⭐ | 27🧑⚖️ |
| Graphics | 546th | 3.98⭐ | 27🧑⚖️ |
| Humor | 79th | 4.104⭐ | 26🧑⚖️ |
| Mood | 94th | 4.292⭐ | 26🧑⚖️ |
| Given | 22🗳️ | 37🗨️ |
But the game was pretty enjoyable for the fresh eye. The scenes when you first discover them look interecting and funny. Like the cat portaits, or a skeleton trying to dring lamp fuel. :smile:
The soundtrack would get boring after a while, but like mentioned this is the problem of the whole game, and while the game is enjoyable, so is the background music.
Quite an interesting idea. I will not write as many words of praise, many have said before me)
I would probably say a couple of critical words - I did not have enough gameplay.
What does it mean? It seems to me that it's not enough that we just go and try to find more fuel, because in this case we miss something that could be seen around.
And here are two options:
1. Do you want the player to quickly make their way through the levels, constantly driven by the lack of fuel? Then why give different scenes around it?
2. Do you want the player to be able to enjoy your wit in the composition of the surrounding things? Then why create such a race for fuel?
If you want both of these things to be in your game, then you should balance both of these points and come to a synergy.
Good luck to you! :-)
I am a little wary of changing the games difficulty because it is quite easy to last long enough to get through all the pre-made cave variations, and after that the game becomes a bit stale so I would rather have the game end early than have it drag on and be boring.
Ideally I would have made the caves procedurally generated as that would solve a lot of these problems, but that seemed a little out of scope for this jam and I wanted to keep things simple.
RTX version was unplayably slow for me, unfortunately! In the 2-3fps range. I'm running on a 4K monitor though (and an oldish RTX, a 2070). :)
Great entry!
Also yes this would be great in VR, perhaps I will make a VR version in the future :smile:
Here is my LP :slight_smile:
https://www.youtube.com/watch?v=trACixllAW8