Lights Out, Fright's Out! by TechnoNugget
Hi Everyone, Thanks for checking out our game.

Avoid the ghosts and solve the puzzles :)
To make this, we used an HTML5 JavaScript Game engine called PlayCanvas. You can find the project link below to see the full source and project files, all in your browser on the website.
Ratings
| Overall | 389th | 3.688⭐ | 26🧑⚖️ |
| Fun | 323th | 3.667⭐ | 26🧑⚖️ |
| Innovation | 713th | 3.18⭐ | 27🧑⚖️ |
| Theme | 411th | 3.84⭐ | 27🧑⚖️ |
| Graphics | 557th | 3.66⭐ | 27🧑⚖️ |
| Humor | 386th | 3.205⭐ | 24🧑⚖️ |
| Mood | 595th | 3.44⭐ | 27🧑⚖️ |
| Given | 18🗳️ | 15🗨️ |
I thought the time factor for the game changed a lot at first. I was right, but in a different way. I thought that because it was 10s, every level would simply be short, which I liked.
What I didn't realize however, was that I was simply clearing the levels too fast, or hitting R when I thought I wouldn't make it in time lol. So I never actually saw the ghost mechanic until the first stage that had 3 colors on it.
Now that I was playing the REAL game I had a different experience. I liked the interplay of Sokoban + pushing blocks in such a way to protect yourself from the ghost LOS/pathing. It really shook up the normal way to play these sorts of games. Cool idea!
Great work!
I liked the graphics and the puzzles were classical but rewarding. I would have liked some sounds though.
The darkness doesn't add too much to the game for me. For the most part, when the lights went out, I was able to just wait for the lights to come back on before continuing to play. I know that the button's color assignment didn't show unless it was dark, but you could easily figure this out by standing on them.
Clearly you have some good puzzle design skills. I wonder if it would be interesting if the puzzles leaned more into locking the ghosts away from you. That's how the top right ghost is in the last level before you press the blue button, so I think you wanted to play with this idea as well. If the ghosts had perfect pathing and more speed, the player would need to be careful to lock them away before it went dark, otherwise they would be guaranteed to get caught. Maybe instead of 10 seconds per light/dark round, you and the ghost would only have x number of moves per light/dark round respectively. I think emphasizing the ghost-manipulation in the puzzle design could give the dark more meaning, and could lead to some interesting challenges.
I also want to mention that this is one of the better looking games I've played so far in the jam. Very charming visuals. Good job overall!