Lightshrooms by LeReveur

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Your mage master left you a note, she wants you to do something for her while she's at the annual snail race… But those lightshrooms caves are so dark that you hope to not loss yourself
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As usual, even if I liked the theme, I did not found any pleasant idea until a very long time, so, I decided to try the Extra and use it to take as extra time that I lost by seeking (no more, but at least this submission is slighty more polished than most of the previous ones)
| Link | http://workshop.xenedon.com/LD52/ |
| Original URL | https://ldjam.com/events/ludum-dare/52/lightshrooms |
Ratings
| Given | 22🗳️ | 27🗨️ |
Here is some feedback:
- Love the fact that you need to remember the pathways, very well done addition
- The particle effects are a bit heavy for my machine
- Short and sweet, I like how there was an indicator for how many levels there were. For Ludum Dare that can be an argument to play until the end :-)
nice game. I especially like the idea that the you use the same things that you are harvesting as kind of a torch. That is very clever. I think that you could exploit that mechanics in many other ways. I wasn't able to understand if the red dots had any purpose other than to create some light.
@tttt : there is no more use for the red fireflies than having littles random (and short) clues of the maze paths - and, yes, the idea of use what you pick as a torch is the only "original" thing of this maze game :grin:
@weirdybeardyman : I designed this kind of particle effect just for this game (even if I can now use it for any future game). And, fun fact, the "music" and sfx works the same : those are single sounds that I recorded (5 for the music and 5 for the steps sounds), and that the game throw randomly (with a little twist for the "music" : it throws 1 to 3 "notes" at the same time with some decay to get an arpeggio effect, and the more you pick lightshrooms, the less this notes are thrown often)
1) I don't know what the red dots were (To guide you? To give you a short light boost? If the later, it should shine stronger to help you.)
2) Even if fully dark, it was possible to see the maze. This is OK, but I think it might be better to have it fully dark, so players can't cheat with brightness and for the extra challenge.
3) Last but not least, I think the core mechanic (a maze) gets boring fast. If you had more time I'd consider adding other types of game design elements, like enemies, puzzles, different controls, etc.
Well done!
Good stuff :8ball:
As someone else mentioned, the red dots could be more helpful (maybe make their light last longer?). But it's just a small thing.
Overall this game has just the right amount of complexity. A well-designed game. Nice work.
I would have liked if the cute lil red sparkles were a little more helpful. Often they were next to mushrooms I could already see and navigate to instead of the hard ones I couldn't get to. Or they'd be right next to the hard ones, so I had to find my way there anyway lol. It would be cool if the caves had a bioluminescent moss vibe, so the little sparkles could light up the path better but decay over time so player would still need to remember. It would also give the player a cool trail when carrying the lightshrooms to the exit.
I don't know if it would be better with enemies, probably not, but my fear of the dark DID make me think there would be enemies at first. Eventually I figured out it was just a glow in the dark maze, lol.
Overall it was pretty relaxing to play and pleasant to look at, good work!!
Since it's an Extra game you probably won't get to see your grades, but maybe one day they'll finally implement that for Extra & so good luck with ratings!
Really good game - as usual with you you made an amazing project. The main idea is interesting - a fun puzzle game playing with lights. The controls work well as expected and I really appreciated the fireflies animation. They give us a hand in order to take a look at the nearest corridors. I notice that we can get around them - and it is a way to manage them carefully. The background ambient music is gorgeous - pleasant and ethereal. You made a little game so cute. One complaint - I would like to play in full screen mode, and I did not find any way to do that... Not important. Thank you for the narred tale. One of my favorite entries for this 52nd LudumDare session. Thank you for your comment about my own game. I wish you the best ++
@christian-zommerfelds : for testing purpose I've set the dark layer's alpha under 1.0, and… Yes, I've totally forgot to change it back to 1.0 before publish :sweat_smile:
@jezzamon : I follow the Cocoa Moss team for a long time, because they always propose amazing entries and I love it, but I doubt I could reach even ten percent of their talent nor skills :joy:
@papabirb : when I decided to go with Extra I knew that I will not be ranked, but even with Jam I yet don't care about comparing with others, I'm only interested by feedback and rates (that I use in graphics to track my evolution) so it's not a big deal :smile:
(oh, and as I said above, the more you pick lightshrooms, the less the chimes sound are thrown often, but this is the only link between sound and gameplay)
@geckoo1337 : yes, not having a fullscreen mode is a real issue, but I don't understand yet how to make this correctly in javascript/html and direct canvas render (this is how my home engine works) : even with a plain zoom (I mean, in order to have exactly n px = 1 px, for ex. 200% -> 2 px = 1 px), the result is somehow "blur", this is really uggly - you can see it by yourself using the browser zoom-in (in Chrome/FF = CTRL + mouse wheel) - I think I will finally try to implement it at some point regardless of this matter, but I think this will be good enough only with the entries where I use only procedural draw (i.e. not this one, where I use png sprites). Unless I can change fullscreen resolution, but I'm not sure if this is possible in js/html without OpenGL…