Into the Dark by Branton Lansdale
An action exploration game about lighting your way through the darkness of a desolate planet to find your way back to your shuttle. Mine resources and craft lights and generators while fighting off ancient guardians as you travel deeper and deeper into the dark desert.
CONTROLS
WASD to Move
'E' to interact
"I" to inspect equipped weapon
SHIFT to sprint (with gun equipped)
'Q' to use weapon ability (with gun equipped)
"1" to place available lights ('E' to pick up placed lights. Needs power from a generator or another light that is already powered)
"2" to place available generators (Generators power placed lights and ziplines in it's range. Can only power a limited number of lights.)
"3" to place available crafting stations

CREDITS:
Livingston Bowen (LRL64): Programming, UI, AI, Gameplay Design
Branton Lansdale: Programming, UI, Gameplay Design, Level Design, Audio, 3D Modeling
Massum Zaidi: UI, AI
| .exe file | https://zaichothepsycho.itch.io/into-the-dark |
| Original URL | https://ldjam.com/events/ludum-dare/48/into-the-dark-2 |
Ratings
| Overall | 522th | 3.76⭐ | 27🧑⚖️ |
| Fun | 895th | 3.36⭐ | 27🧑⚖️ |
| Innovation | 428th | 3.646⭐ | 26🧑⚖️ |
| Theme | 1131th | 3.479⭐ | 26🧑⚖️ |
| Graphics | 414th | 4.104⭐ | 26🧑⚖️ |
| Audio | 677th | 3.479⭐ | 26🧑⚖️ |
| Humor | 1291th | 2.167⭐ | 17🧑⚖️ |
| Mood | 297th | 4⭐ | 26🧑⚖️ |
| Given | 30🗳️ | 25🗨️ |
The light systems are a bit in depth, and if we had more time, we definitely would have presented it in a more clear manner.
A couple of technical notes, if the lights at the base aren't to be used I don't think I should be able to pick them up? Might just be a simple bug. The other issue I experienced (which might some quirk of Unreal?) is when I crafted something it was fired out of the machine at top speed, sometimes they would just not be on the ground. I'm not sure if the items just clipped through the universe or something. that was rare, but the fact that they fired out and didn't land in the bin was odd.
I think you're very close to getting the isolation thing down. I'm excited to play it as you develop it further!
About picking up the lights it is a bug that allows you to pickup pre-placed lights you are only supposed to be allowed to pickup the lights you placed and place them somewhere else. The pre-placed lights that you are able to be picked up actually don't allow you to place them again. It's a known issue.
As for the crafting station shooting out the items, it's not a quirk of unreal or anything like that it was just us. It is that when the crafting station mesh got brought in it had a default collision around the entire thing so the items were getting spawned inside the collision and getting shot out even though it look like they are spawned above the tray. We actually did change the collision and made the items spawn in the tray but decided to revert it to this because we thought it was funny that they just got yeeted out like that. Them getting lost through walls or something after being shot out isn't surprising that it could happen which is probably again due to the collision on the rock assets not being properly adjusted. There are some rocks that you can actually walk inside of on one side but not the other. It is something that just never got cleared up in the frantic push to the end even though it is known.
Both issues were down to time really (though we probably should have kept them actually spawning in the tray. would have avoided the rocks collision issue in this case). There are so many things that were planned but never got done. An example of one such feature is that when a light gets powered there would be a chain of electricity going to what it is receiving it's power from. It would have shown clearly that lights can power other lights in range so you can chain lights together which is a pretty crucial mechanic but yeah.
Really glad to hear that you see the potential in it and we definitely will make improvements to it later on for sure. I would be really excited if people were interested enough for this to become a successful full release and not only a jam game.
i stop the game when i was lost ^^, dont have the patience to continue more. Graphic is really really good like sound and fx great job i'm just a little mad to don't saw more of this game =)
Were you able to figure out the generator and placing lights mechanics and that you have a flashlight that also gets recharged in range of generators at least? We had messages popup explaining that in game but I feel like most people didn't read them or understand them. Do you have any suggestions about how we could have conveyed that information more clearly to the player?
Also, did you ever get to any enemy encounters? I wish we had put one right at the starting area as well so that players knew and understood that the game also has combat. It would also help with the feeling of dread wondering off into the dark without generators and lights.
really liked the atmosphere and styling too. nice work!
But the concept and the game in general is pretty good, congrats on this and keep up the great work, would love to play an update soon.
The flashlight ran out really quickly so I didn't want to use it unless completely necessary and I ended up with 300+ of the second material and kept running out of the first. It ended up being better to skip the lights and just get a bunch of generators since they also gave off light as well as recharging my flashlight in addition to being barely more expensive since I didn't have to worry about the second material at all.
I got to a point with 2 giant robots once and ran out of ammo before I could kill them and then they killed me when I was trying to run away. The next 6 or 7 times I got close to there (or at least where I thought it was) I fell into an inescapable pit of green death fog. I even eventually noticed zip lines that I thought would bring me over it but I still got dropped in there. I'm sure there was a way out (if there wasn't I would assume it would just kill you immediately) but with the light on all I could see was green and without it all I could see was black so I was just wondering around aimlessly until I died.
There are so many thing we could have done better no doubt and all your criticisms are completely on point. Balance is obviously one of the things that get the short end of the stick when rushing to finish such an ambitious game like this. But as of right now, we plan on sticking with it and take it as far as we can get it.
We should have given players more of everything (ammo and unmissable mining materials) right off the bat. Made the flashlight drain more slowly. Not made it absolutely pitch dark but allow you to at least see one or two steps in front of you (probably one). But we didn't want to make the game too easy which was in hindsight not the best decision. Difficulty can always come later on in the game in other levels. It is a tight balancing act because we do want players to be on edge and not feel as if they can just run around freely with no consequences. Lots of balancing and quality of life stuff to do.
Currently the game has been worked on a little more after the jam was over. It now has UI showing how many you have of each placeable item in your inventory, along with some other important quality of life things. We've talked it over and were discussing ways to get around the 'place generators only at distances to see far away' and it comes down to a level design issue. we will need to make more enclosed or winding levels mixed in with the open areas.
Theres plenty more to do and we hope you come back to see our progress when we release updates in the future!