Dead End by jetj

[raw]
made by jetj for Ludum Dare 48 (COMPO)

A game about exploring an abandoned cave.

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Left Click - Place Torch

Right Click - Pickup Torch / Items

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Ratings

Overall 155th 3.833⭐ 20🧑‍⚖️
Fun 444th 3.333⭐ 20🧑‍⚖️
Innovation 253th 3.583⭐ 20🧑‍⚖️
Theme 134th 4.056⭐ 20🧑‍⚖️
Graphics 69th 4.222⭐ 20🧑‍⚖️
Audio 53th 4⭐ 20🧑‍⚖️
Mood 9th 4.444⭐ 20🧑‍⚖️
Given 31🗳️ 2🗨️

Feedback

Geniye
26. Apr 2021 · 04:31 UTC
Great job man! It honestly was really soothing to just walk around the caves and explore, you got the vibe down! Good job!
ThatmanRobin
26. Apr 2021 · 04:34 UTC
This game is fantastic! And everything changes when I realized I could pick up the torches I already placed down! Great atmosphere, visuals, and audio. Felt really smooth too.
apaphy
26. Apr 2021 · 04:40 UTC
Had a very cool vibe to it. The music was really fitting and the graphics were fantastic, I loved the lighting. Nice game!
ProdigalSon
27. Apr 2021 · 04:21 UTC
Very cool and that mood is right on point! Everything from the lighting (or lack there of), simple sounds, great ambient music, to the simple yet intuitive controls makes it for a cool experience. I was even encouraged to try to always find the best spot to plot a torch to see how far I could stretch each one. :) Was a bit annoyed when I saw the second bag of torches being just a tad bit out of the "safe radius" but, since I could see them, I went for them only to "get lost in darkness" :P Maybe an indicator that "you are leaving the safe zone" might help with this. Nicely done
Ambear
27. Apr 2021 · 10:44 UTC
Really interesting idea, maybe if you add something more, like why we need to go deeper and deeper, trying not to lost in the dark, that will be 10/10, while 9/10 haha
And it is a bit laggy sometimes
Great job
JCMonkey
28. Apr 2021 · 23:32 UTC
this was a fun little game you had here. though the strat seemed to be put the torch on the farthest place you can put it, because you gave us the indicator on where it was. i think in this case you could have had the player tell you by some kind of hurt noise when you go too far from the light, instead of the indicator. overal nice job!
ToxicComputer
05. May 2021 · 01:55 UTC
Bravo, lighting is amazing, cave design is great, music was great, felt great, im about to hand out some of my first 5 star ratings this jam for you. Please make this a full game, this is excellent. One suggestion I have is perhaps a sprint key? Along with the suggestions others have stated.
Francisco Lucas
07. May 2021 · 06:06 UTC
I confess that I downloaded unpretentious ... and what a FANTASTIC game! The coolest and most original mechanic I've seen so far, a great game! I got to the end but I missed some plot or something striking, but overall incredible! I invite you to test our game too :)
loyance
08. May 2021 · 01:21 UTC
The motion blur was too beefy for my laptop, but I still enjoyed the game a lot. The atmosphere was really created by the light and ambient music. Really liked that dying did not reset all of my progress. Some more variation in caves would be nice (just graphical flavor like moss/vines/etc, ye know, what Minecraft finally did :smile: )
loyance
08. May 2021 · 01:21 UTC
The motion blur was too beefy for my laptop, but I still enjoyed the game a lot. The atmosphere was really created by the light and ambient music. Really liked that dying did not reset all of my progress. Some more variation in caves would be nice (just graphical flavor like moss/vines/etc, ye know, what Minecraft finally did :smile: )
TigerMouse
08. May 2021 · 20:46 UTC
I like the unique gameplay and intuitive controls. It's a good atmosphere and quite spooky! Nicely polished. Would love to see this developed into a full game. Great work!
BluishGreenPro
13. May 2021 · 14:38 UTC
Great work! I'd love to see this developed further; just consider if you're going to lean into the challenge of exploration or the joy of it. Thanks again for submitting it to my stream!
bmacintosh
16. May 2021 · 15:45 UTC
Really great mood, look, and feel. The placement UI was helpful and worked great. I appreciate that you added a hard respawn when the player is in the darkness to prevent them from bumbling around, but it felt a little aggressive, especially as it didn't respect pre-placed light sources. Having to optimize the light chain lost me - I was a ways down the tunnel with the water puddles in it and I just didn't feel like ripping up all of those lights all the way back up and re-placing them. Possibly allowing placed lights to connect to any number of in-range lights (instead of only the last light) would have helped with this so I could shift them one at a time from the top, and also explore possible side passages without destroying all of my work.
retrome
16. May 2021 · 17:49 UTC
Pleasant graphics and sound effects! Pretty interesting gameplay with elements of exploration and management. Darkness and flashbacks give the game creepy vibes.

Some remark: sometimes you get lost when you see where to go. Expectation: more distance to go into the darkness. Hope this will be helpful.

Good entry!
Omiya Games
17. May 2021 · 02:38 UTC
What a solid Compo game.

https://youtu.be/PUjYc80SDag?t=4186

The game was really laggy on my poor, poor computer, but I can still see how interesting this game's exploration aspect was. Obviously, what's here is a bit bare-bones, but the simplicity of the mechanics and the way the game preys on the player's curiousity created a very compelling experience. I really love the cursor you've created to indicate where one can place a lantern, and with it, how that connects to the last one you've placed.

I only have a few nitpicks here and there with the game. I've noticed some bizarre normal glitches in the game (corners seemingly emitting dim lights for no reason), that I think is a bit of a concern. I would have liked to be able to place the lantern attached to any on the line, rather than the last one. I did think the respawn was a bit severe, though fortunately given the slow pace of the game, wasn't a significant concern. It would be nice to see more environmental story telling in the game, to provide the player more incentives to explore the cave. And I got the sense that the adventure was a bit linear in experience: as an alternative to a story-driven experience, it might be fun to experiment with more branching paths.