Against the Dying of the Light by Celtican

A horrible incident leaves you, a simple father, desperately trying to save your child from hypothermia.

Against the Dying of the Light is a story-oriented survival adventure game. You start with nothing but a dying child and fire, and must use what little resources this forest has to offer to save your kiddo.
Celtican: Programming and Audio Gardenovena: Art and Animation

Changes made during the bugfix window:
- Fixed starting dialogue typo
- Fixed debug starting position (now you can actually live)
- Fixed aspect ratio of the title screen
- Readded missing blizzard event
- Added missing quest prompts
- Fixed broken ground texture
- Removed debug speed boost
(yeah, we were up to the wire)

Changes made for V1.4 (12 hours after bugfix window):
- Added missing inventory sprite for the transmitter (oops)
- Fixed random single line of dialogue not showing up one minute into the game
| Link | https://celtican.itch.io/against-the-dying-of-the-light |
| Original URL | https://ldjam.com/events/ludum-dare/50/against-the-dying-of-the-light |
Ratings
| Overall | 143th | 4⭐ | 25🧑⚖️ |
| Fun | 346th | 3.696⭐ | 25🧑⚖️ |
| Innovation | 568th | 3.435⭐ | 25🧑⚖️ |
| Theme | 105th | 4.239⭐ | 25🧑⚖️ |
| Graphics | 261th | 4.174⭐ | 25🧑⚖️ |
| Audio | 92th | 4.109⭐ | 25🧑⚖️ |
| Humor | 965th | 2.476⭐ | 23🧑⚖️ |
| Mood | 12th | 4.565⭐ | 25🧑⚖️ |
| Given | 23🗳️ | 22🗨️ |
Thanks for giving it a chance! We definitely impressed ourselves with the art.
It would've been cool to see the rangers show up in person before cutting to the dialogue, but that is a minor detail.
@wainini Oops, I forgot to add arrow key support! That's a minus on my part. And I have to agree with you on the "one handed gameplay" part. At some point I experimented with having a light source that looked in the direction of a mouse like a flashlight. Unfortunately the player was already drawn with a lantern so it didn't really make sense to have a flashlight-like light source with a lantern. I probably could have made left click an alias for interact. I think it crossed my mind, but I was busy with other stuff.
Point is: I'm also mad at myself for only using WASDE haha
@cover-club-media I like the art, too :slight_smile: @gardenovena did a great job. Way better than our other two entries.
@gabriel-corbani Experience is what we were aiming for! I think a little more dialogue would have improved the experience a good boot, for instance, no implemented dialogue mentions the bridge. I could have also written plain better dialogue, although I'm not much of a writer. On the other side of the coin, silence can be good in a moody game, so it wasn't completely a loss. Our first jam game, [Palette's Bottomless Backpack](https://ldjam.com/events/ludum-dare/48/palettes-bottomless-backpack), had so much dialogue that you could potentially not have a single moment of silence the entire game if you were fast enough. But that was a humorous game, not a moody game, so that also worked out! ... Anywho. Thank you for playing and you have a nice cat!
There is an ending as well :slight_smile: As a hint, you have to find an axe to collect wood and eventually find a bridge to repair. On the other side of the bridge is a win condition, more or less. It starts a timer.
Unless you already reached that ending. Yes, the "you won" ending is quite ambiguous... Anywho, thank you for playing ad enjoying!
Plus there were some very clever gameplay elements on display - the key items being lit by forgotten lanterns, the metroidvainia sighting of the impassable log, and the path that lays beyond, the frantic twig searching in the beautiful waving grass, and the natural comfort of the screen brightening near the stoked fire - contrasted with the dark dread of running back to camp as only embers struggle.
Gotta say, the theme + the ending has me awful nervous, and all I can do is hope against hope that the rangers got here in time.
Truly amazing work, you should all be very proud!
@pixelydian Thanks! I quite liked the opening dialogue. It set the stage and mood very effectively, and also gave an opportunity for naming the player and kid. And! It doesn't take too many assets to make. The only assets in the dialogue screens are the font, navy background, soft yellow light, and snow particles. All of those are used elsewhere, it was an easy copy-paste. I think more jam games should use an opening dialogue, especially moody games that really need to set their theme quick. I also have to agree with you on the axe note, there is not much indication that you can do it besides (un?)common sense and a tiny graphical indicator. I originally planned to add a few extra tutorial quests, particularly "Chop trees with E" and "Pick up logs with E," but, y'know, time crunch and all that (although it would not have been hard). I also should have made the third gif include logs, it only shows twigs, which makes it seem rather boring. It was my first time making gifs though, so I can't be too mad. Thank you for nitpicking (I love nitpicking)! In return, I've given you a rant. Fair trade, no?
@jitspoe Thanks for playing! I'll be honest, I don't think this game is the best for streaming, since streams (at least in my experience) tend to drift more towards being entertaining with humor and good times. But our game is not about humor and good times, it's about dying children and very very bad times. I'm not a streamer myself, though, so perhaps I'm wrong. Maybe viewers do enjoy dying children and very very bad times. Anywho! Thanks for checking it out!
@ugly-robot I wouldn't quite say I'm a master at game design or anything (the only three games I finished were these last three LD jams), but thank you for the kind words! Admittingly, there were a lot of things we wanted to add but missed. Notable examples include: a flint mechanic to relight a dead fire (removed for realism), an axe chop animation (I tried adding this in the last 10 minutes, needless to say it caused a screaming headache), an interact animation/sound effect, more dialogue (I think this game has a fine amount of dialogue actually, Silence does well here), multiple layers of blizzard that get worse over time, a child shivering animation (this was not added because of a small miscommunication between artist and programmer sadly), swaying twigs/trees, and... uh, a fishing minigame or something. Every RPG needs a fishing minigame. We did quite well considering the circumstances and our relative inexperience, so I'm pleased. [We did really well on our first jam game, too.](https://ldjam.com/events/ludum-dare/48/palettes-bottomless-backpack) (shameless plug, sorry) I should probably play more games so we can actually get scored. Anyways! Thank you for the wonderful words!
The atmosphere and setting are really fitting for the theme. Really well done. I enjoyed the gameplay, and I don't think that it was entirely unfair. I was able to grab the radio and the fire died in the blizzard just before I got back to camp. I don't know if it's possible to "win," but I was satisfied with how it ended (apart from like, my child perishing).
The art style was great too, and there were some fx you used that added a lot of character. e.g. the character's ghosting and the sprite flip.
@drumgadget-433 Perfect. That's what I was hoping for. With the way the gameplay ended up, it's unfair enough that you'll probably die your first try just as you learn how to ration resources and manage time, but I've seen that people usually beat the game on their second attempt. I think I like that, as it does emphasize that this is a dire situation, it really shouldn't be easy. When we were first designing the game, we thought that it made sense for the game to be *really* hard. It would take multiple playthroughs to beat, and you would have had to harvest nearly the entire forest to win. We decided against that in the end though, simply because you guys are expecting to play these LD games for just a few minutes, and frankly it would be a waste if you didn't see the ending. So, we made it much easier than we originally hoped to (perhaps by accident). Oh, there is an ending by the way :slight_smile:
@pashaloban I agree! Two things I didn't implement that I wish I did was a flicking fireplace light and a shivering child. I didn't have the script ready for the child—although I did plan out how it would function—but I did have the script for the flickering fireplace (copy-pasted from a previous prototype of mine), I just forgot to implement it in time. Thanks for playing!
@unpronounceable Two seems to be the golden number. I don't know if anyone managed to complete it in their first try (someone @ me if you did), but it doesn't seem to take much more than two. It can't be too easy, after all! Thank you for giving it a shot!