Light 'em Up by Deseteral
Fast paced shoot 'em up mixed with territory control
Fight your way down the underground laboratory where a science experiment gone wrong resulted in demonic contamination. Build your defensive infrastructure and return the power to the laboratory.
Compete with your friends for the highest score.




Ratings
| Overall | 182th | 3.786⭐ | 23🧑⚖️ |
| Fun | 118th | 3.886⭐ | 24🧑⚖️ |
| Innovation | 192th | 3.705⭐ | 24🧑⚖️ |
| Theme | 453th | 3.568⭐ | 24🧑⚖️ |
| Graphics | 404th | 3.5⭐ | 25🧑⚖️ |
| Audio | 371th | 3.295⭐ | 24🧑⚖️ |
| Humor | 437th | 2.5⭐ | 18🧑⚖️ |
| Mood | 446th | 3.25⭐ | 20🧑⚖️ |
| Given | 18🗳️ | 12🗨️ |
Yeah, the cursor being hard to see in the dark was a last minute change problem. It's fixed now.
Like I said though, I really enjoyed playing this. I would love to see it further developed!
I enjoyed the art style and the mini map was very cool as well.
Keep up the good work!
I also feel that the turret isn't really appropriate for a game with a focus on forward progression. I wish I could spend my money on something that comes with me, like a gun upgrade or an orbiting drone, but that could be just me. (At least have the turret sell for more, so it doesn't feel like wasted money when I clear the area where I placed it.)
The rest of my complaints are understandable given the time constraint. More enemy variety is needed, and it would be nice if they had some animation. More features in the levels would be good, like traps or locked doors, and music is always appreciated.
Sorry for the novel, and please know that I wouldn't say all this about a game that I didn't like. I just have a lot to say because I spent a lot of time playing!
@threeli I did a bad job with the scroll wheel - it barely works on my machine and I can imagine that it doesn't for you. I think I'll try to fix it. In the meantime you can use keys 1-4 to switch between tools. Overall the game lacks a second polish pass. I'm glad you liked it, and thank you for the feedback :smiley:
@kraemahz I thought that I've fixed all of the UI scaling problems - I will look into that, thanks!
@quinn-patrick The game lacks in progression aspect unfortunately. I was going to improve on it, but I didn't make it in time :/ Same thing with the graphics, a second pass on it would be helpful. Thank you for taking your time to write such thorough feedback! I really really appreciate it! :smiley:
Again thank you all for your feedback! I think I might continue working on the game since I really enjoyed working on it during the weekend and I'll gladly take all of your feedback into account then :smiley:
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@deadmanjw Thank you for playing. Player moving backwards is the effect weapon recoil, but I know that it could feel better then what I was able to do. Thank you for the feedback :)
@shp I really don't get Unity's UI logic, this is the thing that I need to figure out before next Ludum Dare. I'm happy that you were able to eventually figure it out. Also the game need some sort of tutorial. I wanted to add it, but unfortunately had to cut it to make it in time. Thank you for your feedback :)
Some remarks:
1. Enemies feel too heavy and take a long time to destroy. Expectation: less time to destroy enemies at least at the beginning.
2. Descent at the bottom is hidden behind the wall. Expectation: descent is 2 cells above the wall or walls are hidden at the bottom.
3. Monsters are visible enough and turrets work in darkness, so lights feel pretty useless. Expectation: darkness adds some gameplay limitations, e.g. lower range for turrets.
4. Sometimes turrets try to shoot more distant enemies and enemies behind the wall. Expectation: turrets shoot nearest enemies in line of sight.
Hope this remarks will be helpful.
Good entry!