A Strike In The Dark by Mateu
Bring light to the depths with A Strike in the Dark. You play as Flint, the... well, flint trying to make it back home for dinner. Too bad the way home is a little tougher than just a couple skips...
Use A or D to set direction. Hold SPACE to jump.
Made for the Ludum Dare 57 game jam by MattPopa, Mateu, and Vinegar!
Fonts used: - Alagard - ThemeVCK


| Link | https://mateuu.itch.io/a-strike-in-the-dark |
| Link | https://mateuu.itch.io/a-strike-in-the-dark |
| Original URL | https://ldjam.com/events/ludum-dare/57/a-strike-in-the-dark |
Ratings
| Overall | 78th | 4.1⭐ | 27🧑⚖️ |
| Fun | 133th | 3.86⭐ | 27🧑⚖️ |
| Innovation | 137th | 3.84⭐ | 27🧑⚖️ |
| Theme | 124th | 4.18⭐ | 27🧑⚖️ |
| Graphics | 60th | 4.5⭐ | 27🧑⚖️ |
| Audio | 179th | 3.78⭐ | 27🧑⚖️ |
| Humor | 291th | 3.2⭐ | 27🧑⚖️ |
| Mood | 99th | 4.14⭐ | 27🧑⚖️ |
| Given | 39🗳️ | 41🗨️ |

Nice try though, can't wait to see more, overall ummm, keep daring I guess, Ludem out.
The screen transitions are soooo smooth too, I'm curious how you did that.
I would be curious how the game would feel if deaths respawned you right where you jumped from, rather than the start of that screen. When I lost almost a full screen of progress it hurt, but that could be exactly the intention, especially since it seems like the hardest jumps were at the end of each room lol.
With the length of the game, I imagine you guys couldn't simply play through the whole thing very often. So I'm extra impressed that there are no bugs in the late portions of it. A long game seems like a recipe for untested sections. Nice work!
As always, the music was incredible and set the perfect mood.
The only critique I have is that it felt bad to fall to the floor in the first room with two fast-walking guys. I didn't see a way back up, but I landed on a small part with no spikes. Bit of a soft lock (unless there was a way to recover and I didn't realize it). It felt frustrating to have to jump on spikes to die and reset, I'd rather that floor be entirely covered in spikes so I'd die right away.
Only suggestion I could maybe bring is having the player have at least a little glow around him instead of there being pitch-black darkness, but I also understand that's just a personal opinion.
Good job!
Simple mechanic, but well implemented and polished. I loved that you had to hit the ground to see something, was a really nice idea. In general your play with light was ingenious! Was there any way to get rid of enemies besides the small guys with the jump pad on the head? I had the feeling that the last (?) ground enemies had a small fuse on their head and I hoped that you could kindle that with the sparks you make to get rid of them, but either I was too bad to get it right or I just fantasised. :smile:
Presentationally, though, it's fantastic, and I love the idea that each jump you take lights up your surroundings. That said, I'd like a control scheme that's less murderous on my wrist - playing a precision platformer like this one-handed takes its toll!
The game is not for me probably - I would prefer it would just be a platformer so I can explore the cave and have fun
Still, very very pretty game