Gloomies by SpaceMonkey

Sometimes, what lurks in the dark isn't scary... well, even cute!
Gloomies is a pixel-art game in which you'll be able to see some Gloomies wandering in the attic. Sometimes, a gem will appear and the tinies creature will try to eat it. If done, they will duplicate, slowly growing in number.
Be careful however! Gloomies are weak to the strong lights. Being in contact with one will hurt them (pretty badly). So, you can use your flashlight to scare them away from the beams of the lamps or toys that suddenly gets active.
How long will you be able to keep the gloomies alive?
| Link | https://spacemonkeyc.itch.io/gloomies |
| Original URL | https://ldjam.com/events/ludum-dare/56/gloomies |
Ratings
| Overall | 533th | 3.569⭐ | 31🧑⚖️ |
| Fun | 323th | 3.655⭐ | 31🧑⚖️ |
| Innovation | 396th | 3.483⭐ | 31🧑⚖️ |
| Theme | 287th | 3.966⭐ | 31🧑⚖️ |
| Graphics | 673th | 3.466⭐ | 31🧑⚖️ |
| Humor | 662th | 2.821⭐ | 30🧑⚖️ |
| Mood | 672th | 3.375⭐ | 30🧑⚖️ |
| Given | 17🗳️ | 41🗨️ |
I really liked the game though and the difficulty at the end was really fun, I just think it should lead up to that more slowly.
Great idea with controlling the creatures!
And then apocalypse begins! :smile: Cute and interesting idea, cohesive aesthetics! Maybe there could have been a bit more depth. Good job!
The simple art style and sound effects complement eachother perfectly, and, while simplistic, the actual gameplay is so fun I could not stop playing.
I've also always loved 2d lights and the way this game utilises them is great!
Absolutely great idea, with good execution! At some points I did have period of around 10 seconds I'd say with 0 diamonds spawning and a lot of "death traps", but I managed to get through them.
4:21 was my best score, due to the aforementioned issues.
Great entry, with lots of potential for a "killing time" type of game. Add some multiplayer and you've got yourself a possible great little game!
We had to incorporate the garland and its mechanic right at the end and we didn't had the time to work on the timeline again. Since we didn't have the time to make a random and infinite generation of the items, we had to make the game impossible at some point (that's why there is this "apocalypse phase" that is just impossible to survive to.)
Our idea at the beginning was to slowly push the player into a type of difficulty close to Megalovania and so the game would've been more challenging and more interesting to push the timer just a couple seconds further :D
May I ask you what you mean by "more depth"? Is it more about the gameplay and the items, or more about the context? :o
We thought about making the gloomies fight some items that would be considered like "boss fight", where you would have hard patterns to fight to, but keeping the gloomies close to the item would make them start biting it. We ended up not doing it because of the lack of time and the feeling that trying to beat your own time would be funny enough!
Thank for your valuable feedback, I'm glad you enjoyed our game! We had some ideas to make it more enjoyable if we want to do some post-jam adjustements and additions, but seeing your way of thinking could help us defining what players would like to see :D
Runs well on Linux when using WINE :)
After I understood what I had to do, I managed to hold on for 2 minutes.
After that, a lot of destructive things appeared and I didn't have a chance.
Congratulations