Into the dark by Krash01

[raw]
made by Krash01 for Ludum Dare 48 (COMPO)

Make your way through an underground laboratory with dead ends and traps seemingly everywhere how would someone get through this situation? Just go into the dark...

(NOTE) This was my first Ludum dare so the time limit kinda scared me most of the time while making this. Didn't help that I have a very bad relationship with feature creep so, even though its only around 3 or 4 levels and not too engaging, I am looking forward to the next ludum dare, hopefully I can control my over ambitious mind by then. I hope you enjoy this little experience and give my any criticism that comes to mind

Oh also. hope you enjoy the last level...

Ratings

Given 9🗳️ 0🗨️

Feedback

snesgaard
26. Apr 2021 · 10:17 UTC
Not bad for a first attempt! TBH wasn't quite sure what I was suppose to do. Throws balls at the lights?
Oh and can confirm that the game plays fine on Linux with Wine.
buckbumble187
26. Apr 2021 · 22:42 UTC
it's frozen at the first screen
saintchristopher777
28. Apr 2021 · 01:52 UTC
Nice little game! The light ball "find a path" mechanic is clever but the implementation was a little frustrating.
coyotethursday
01. May 2021 · 04:20 UTC
This was a really creative concept, I loved the way hidden parts of the levels would reveal themselves as you progressed. I did have a lot of issues accidentally soft-locking myself with light balls though, where I would throw a light ball and it would prevent me from being able to see the new platforms that were revealed by shattering lightbulbs. The controls could also use some tweaking, I found timing/spacing my jumps very difficult and so I had to stop playing once I reached the more complex platforming levels. The sound/visual design were excellent, you definitely nailed the high-contrast light/darkness aesthetic. Overall, great work!
WiredOverload
01. May 2021 · 04:29 UTC
Nice atmosphere in the game! You mentioned that the main drawback of feature creep was the small amount of levels, but I would also say that that the ballooning amount of features every level meant that the player is never really attached to a single mechanic and never figures out what the game is "about". I kept expecting to need to use a previous mechanic such as finding hidden white walkways while in the darkness, but would instead need to use a different one-off mechanic. Scaling down the feature set of a game isn't only about the time it takes to make it, but also to allow the player to more fully understand each part of the game. Additionally, don't be scared of making the player use the same mechanic two levels in a row, as long as the setting is different, the player will not get bored that quickly and levels can be created faster. Good first jam game!