Light and Dark by interface
Top-down action adventure. Unique adventures with the 10s clock where the shaded/lighted areas influence enemy spawns and environmental behavior/changes.
Solo jam game. Made with Unity. Art from Kenney.nl. Sound effects from FreeSounds.org
Every 10 seconds, light and dark shift. Every level has different challenges based on the dark/light shading.
Intro level, 4 challenge levels, final boss level.



| Itch.io WebGL | https://codecrib.itch.io/light-and-dark |
| Link | https://codecrib.itch.io/light-and-dark |
| Original URL | https://ldjam.com/events/ludum-dare/51/light-and-dark |
Ratings
| Overall | 734th | 3.364⭐ | 24🧑⚖️ |
| Fun | 865th | 3.068⭐ | 24🧑⚖️ |
| Innovation | 56th | 4.114⭐ | 24🧑⚖️ |
| Theme | 70th | 4.286⭐ | 23🧑⚖️ |
| Humor | 988th | 1.706⭐ | 19🧑⚖️ |
| Mood | 1122th | 2.619⭐ | 23🧑⚖️ |
| Given | 11🗳️ | 16🗨️ |
The clock mechanic is definitely something I haven't seen before, and ESPECIALLY the idea that different things happen whether it's in the light or darkness. My absolute favorite section was the gravity one. Absolutely brilliant and it was extra fun to play in to boot!
Darkness spawning enemies was a nice idea, but in practice I didn't really notice it too much. I think it's because the enemies are on the easy side so I didn't worry too much about them even if they popped up. Regardless, I understood the design and could see it shine with some tweaks.
I'm curious what other modes/stages you could have with this mechanic given more time. I was surprised to see the gravity stage for instance, so I'm sure there were some other great concepts left on the cutting room floor. Very neat idea and I'm happy to see someone pushing innovation fronts :)
I agree the spawning enemies in the dark didn't pan out as well as hoped. I think part of the issue is you don't actually see them spawn in most cases. Or they did but when you get there it's light, so it's not immediately obvious.
There are other ideas but I went for the ones that seemed easiest to test out or obvious they'd work. The gravity was an early idea and immediately seemed fun when I tried it. The doors thing I just dove right in as it seemed like a basic puzzle style thing that would work.
At first I had issues understanding where to go, then I didn't understand how the doors in the bottom room opened so it took me a while to get started in that area. Besides that, none of the mechanics were confusing and I felt the overall difficulty was right.
I also found the camera to be a bit slow.
As a whole, it was refreshingly straightforward to learn while still having a unique and interesting mechanic.
- WASD to move, mouse to aim/shoot. Every jam game should be simple and intuitive like this.
- Game flow being interrupted by pop-up text isn't great, especially in jam games that everyone wants to experience quickly.
- The physics pulling me into the dark in the knife room happened without warning so I thought the player movement was glitched. Visual feedback on these unique effects would be helpful
- There wasn't much guidance on where to go, and a lack of visual landmarks makes it hard as well
- The clock, while clever, is a bit distracting. Having most of the play area obscured is a bit odd. I think having the whole screen visible with the clock (or just a timer) in the corner would be easier on the eyes.
Now some constructive criticism as requested:
- to improve the level design, don't make the area the player can visit so big, close rooms, where the player has fulfilled the mission (collected the crystal).
- some sign like "EXIT ->" would also improve undestanding where to go (away from the exit).
- also the orthographic size and how the camera moved could be improved, by making the camera faster and showing more of the level (orthographic size is too narrow in our game too)
- as other jammers have pointed out, the clock itself is blocking a lot of the view, the minute-hand of the clock could be on the outside instead of the inside, or thinner, transparent, half the length.
- to improve the player controller movement you could use frictionless physic materials on the character collider(s)
That said, it's still very unique and I eventually made it to the end, which felt good. The story went a bit over my head like .. why are robots considered "creatures of the dark"? .. but the different rooms, the clock-mechanics and so on felt good and idk why but I never really had to wait in a way that would be annoying, like I've seen in so many other games in this jam. So that was executed quite well.
Keep up the good work, hope to see you again in the next LD Jam. ^^