LD52 Moonlight by Fis

Hey everyone,
This is our seventh entry for Ludum Dare 52’s “Moonlight” and we’re very proud of what we have accomplished, as always! :3
We made a Hack'n'slay planting simulator game where you play "Loomie the Lightbringer", a blessed creature with the power of the moonlight.


Your goal is to help restore the light in this dark world by destroying your enemies and planting & harvesting light flowers as soon as possible.
Movement: WASD
Close Combat Attack: Left Mouse Click
Ranged Combat Attack: Right Mouse Click
Dash: Left Shift
Space: Plant new Flower
Planting costs 3 HP - a fully growns flower restores 5 HP.
The more the plants have grown, the more attractive they are for enemies to detect.
With less life you are less attractive, so you need to protect the flowers.
Dash, Attack and Shoot have 2 charges and recharge every 2 seconds - use them wisely.
Collecting flowers and defeating enemies grant score.
Sadly we had not enough time to implement a leveling mechanic, we wanted to make a roguelike stat boosting system.
Changes:
2023-01-09 - fixed retry-button not showing up and intro-screen being skipped
2023-01-11 - added version v0.1.1 to urls, changed enemy behavior and fixed score multiplier, rebalanced flowers and attack cooldown
Have fun as always & thanks for playing :D
Best regards @nivbeth, @fis & @fluffymadness
| Web 0.1.0 | https://flask.games/games/ld52/0.1.0/ |
| Windows 0.1.0 | https://flask.games/games/ld52/bin/Moonlight-0.1.0.exe |
| Linux 0.1.0 | https://flask.games/games/ld52/bin/Moonlight-0.1.0.x86_64 |
| macOS 0.1.0 | https://flask.games/games/ld52/bin/Moonlight-0.1.0.zip |
| Web 0.1.2 | https://flask.games/games/ld52/ |
| Windows 0.1.2 | https://flask.games/games/ld52/bin/Moonlight-0.1.2.exe |
| Linux 0.1.2 | https://flask.games/games/ld52/bin/Moonlight-0.1.2.x86_64 |
| macOS 0.1.2 | https://flask.games/games/ld52/bin/Moonlight-0.1.2.zip |
| Original URL | https://ldjam.com/events/ludum-dare/52/ld52-moonlight |
Ratings
| Overall | 352th | 3.574⭐ | 36🧑⚖️ |
| Fun | 353th | 3.456⭐ | 36🧑⚖️ |
| Innovation | 498th | 3.152⭐ | 35🧑⚖️ |
| Theme | 468th | 3.614⭐ | 37🧑⚖️ |
| Graphics | 145th | 4.2⭐ | 37🧑⚖️ |
| Audio | 234th | 3.559⭐ | 36🧑⚖️ |
| Humor | 508th | 2.638⭐ | 31🧑⚖️ |
| Mood | 225th | 3.729⭐ | 37🧑⚖️ |
| Given | 16🗳️ | 29🗨️ |
很可爱的游戏角色和机制!花种的太多会大幅提升难度(降低角色的血量),其实还蛮难的!超级赞!
The only thing i really missed was some indicator for when the player takes damage.
Some of the underlying mechanics really remind me of our game for this jam, even tho they are pretty different ^^
Overall good job!
The character however is much faster than enemies, so it's super easy to kite them.
- Score sometimes shows as broken
- Game isn't getting harder as you progress
- Idk if level / time affects score you gain, but I managed to get some insane scores on my first try. At this point I was getting like 1m+ points for a little group of enemies. You could probably make enemies have more HP as time progress

I found a good rhythm of planting and eating the flowers that could keep me going for a long time.
Great entry!
A bit sad that you couldn't add leveling and perks in time, it would've added more variety in gameplay.
I guess more upgrades and enemy variety could be added for more in depth combat experience? Current enemy only chase and attack, so I focused on not getting surrounded, while use ranged attack to weaken them before they approach. Aside from more hp, maybe you could harvest some weapon or cooldown upgrades from them, or even some rougelike style combos!
The missing sound effects are definitely something I would not allow again in the upcoming gamejams, them being absent made it feel a bit off I fully agree.
The score in v0.1.0 is actually missing the trailing zeros in the hundreds - the millions are not separated as I thought this score won't be easily reachable. But yeah - the score increased incredibly fast being exponential, this was striped down in v0.1.1.
This time we definitely used much more time in talking about how to make the game instead of focusing on implementing the important gameplay mechanics first.
And if you'd ended up with 1hp, you're kind of dead already since you can't plant more flowers to gain HP back at this point (since it costs the aforementioned 3HP to plant a flower).
And as others have said already, having sfx for the attacks and enemies would have added a lot to the experience :)
The art and music is really cute though, and overall style wise I think it's quite cool!
if you continue working on the game, would you consider implementing a "twinstick" style keyboard only control scheme, where arrow buttons do attacks (8 directions), and maybe shift+arrow is ranged attack? just an idea; i'm not great at using the mouse for these kind of games heheh :(
I decided that it was enough and that i can call myself the best player of this game, 1st place medal please!


when walking in circles around the mobs, they round up in very small groups that can easily be wiped with 2 or 3 ranged shots. Another strategy is just keep walking in a straight line and fire a few shots. The projectile doesn't dissapear nor does the damage wear of after hitting the first one, killing off all enemies in the line or group equally .
Also when planting 1 seed and just walking away, all enemy AI only ever spawns at the first seed, leaving you available to harvest the other 4 seeds :-)
great result for the LD52 tho! looks and gameplay is smooth <3
nice risky harvesting mechanic though. well done. will play the updated version as well ;)