Ad Light by jtap

Controls
- Movement: WASD / Mouse / Arrows
- Pause: Esc
Description
Dive into the dark depths of the ocean, where a lonely Blobfish fights for life! His world is full of dangers - predatory fish and treacherous traps lie in wait at every step. But in the distance, a saving light flickers - his only hope!
This is my first full game and first participation in a jam.
I plan to continue developing the game if it is interesting to players, there are many ideas what can be done!

Fixes
- Fixed the appearance of shellfish behind the Kraken
- Kraken's speed has been increased slightly
- Changed the number of shellfish at levels 2 and 3
- Highlighting mollusks with animation
| Link | https://github.com/j-tap/ad-light |
| Link | https://j-tap.itch.io/ad-light |
| Original URL | https://ldjam.com/events/ludum-dare/57/ad-light |
Ratings
| Overall | 535th | 3.413⭐ | 106🧑⚖️ |
| Fun | 654th | 3.049⭐ | 105🧑⚖️ |
| Innovation | 809th | 2.485⭐ | 105🧑⚖️ |
| Theme | 326th | 3.862⭐ | 107🧑⚖️ |
| Graphics | 228th | 4.078⭐ | 105🧑⚖️ |
| Mood | 242th | 3.882⭐ | 104🧑⚖️ |
| Given | 145🗳️ | 208🗨️ |
However art is in one style in a good quality, wish you to do the full demo.
Gameplay is little hard to me, cause this fishes is fast and catch up my but its not your problem XD. graphics is really cute and I praise the artist! wish you luck with this game))
The game is visually polished, the extra details of being a fish bone when killed is cute. The random generation of enemy placement and collectibles is mostly okay, though when one mollusk is surrounded by five fish the best course of action is to tank a hit. Great work!
Thank you all for your feedback, I just didn't have time to finalize the logic of the last level, that's why it's so simple. I will definitely continue working on the game.
Otherwise enjoyed the other two levels ❤️
How, idk... there were like 20 of those light fishes. Pretty weak light fishes if I can beat 20 of them, hehe
Jokes aside, featuring a nice atmosphere and nice art this is def a cool little game.
Could have been longer tho with a tad more content. But time plays against us in these jams.
Very solid, nice controls, and I absolutely agree with everyone about the great atmosphere and art!
I think that the stalactites (those hanging from the roof) should have been in the foreground layer. During the boss it felt like I would collide with them. I think the boss was great, but you probably should have used a different algorithm to spawn the mollusks in that level (I under stand that time probably was an issue). But if the first pickups spawn to far to the left, or if you get a pickup far up and another far down on the same x coordinate I think its unbeatable? Maybe the easiest would have been to make the map 10 times longer and spawn 150 mollusks instead so it doesn't matter if you cannot get some.
Anyways great work!
I really gave it my best shot, even though I didn’t manage to add new enemies or make the boss fight more exciting in time.
I’ve fixed the bug where the mollusks were spawning behind the Kraken, and added a little animation to make them stand out more clearly.
New levels, enemies, and mechanics are coming after the jam, since right now I can only fix bugs according to the rules.
Good luck to everyone, and thanks again!
I ran into a very minor bug on the last level, where I spawned on top of the big boss monster and instantly died every time I started it. It turned out it was because of my ultrawide monitor XD If I played the game on a 'normal' sized monitor it worked fine :)
Really well done! Especially for your first game jam :D
Collection mechanics in the levels are pretty good.
The repetitive clicking was okay for some levels but it got a bit much on the last level.
Some of the collection in the middle of the game felt like you basically had to take damage to get the glowy thing. There could be more incentive to collect things without taking damage - right now you can intentionally run into enemies to get stuff and there's no consequence for doing so.
I am bad at it and I die very quickly, reading other people comments I have missed 2/3 of the game... I must play again !
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo I am playing : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use if you want:
```


```
Consider using these **topics** to make your Ludum Dare entry more discoverable:
- `game`
- `game-development`
- `ludum-dare`
- `ludumdare`
- `ludumdare57`
- `ludum-dare-57`
- `ld57`
- The game's framerate could be higher than 30fps
- The hitbox of the enemies could be slightly smaller in the player's favor
- The player's movement direction could be a direct mouse movement instead of diagonal movement only.
Overall, I like! Cute main character
Loved the art style, and the lighting work is excellent.
Also, I want to highlight that the TypeScript code was well-written and easy to read :)
1. Keep lights attached to the enemies on death. The current way of leaving the lights behind is nice for showing where enemies were when you were defeated, yet is less realistic when they swim away.
2. Fade out the main menu music when a button is clicked to fix a blip sound. You already have a delay for animation, so adding the fade out would fix the blip sound that can happen when cutting off audio playing at a louder volume, such as during a scene transition.
3. I think the audio might get louder each deathless loop of the game?
Not a big deal on either audio point since you are not competing in audio, yet it adds to the player fun to complete the smooth experience.
Also great job fitting complete menu navigation into the game jam, including the retries for the finale.
Level 3 is too heavy, randomness decides and the music is too loud.
It's not a bad project, it's a good job!
1. It's a bug, I'll fix it
2. Good point, I'll do it
3. In theory it shouldn't be like that, if it is, it's a bug, which I'll fix as well.
In overall, nice work!

Maybe try to have a difficulty that scale through the level, cause the first one were quite hard.
But I love it ! Continue to make games !
three felt like the perfect amount of levels. I think adding a dash ability would have been really cool for those really right moments.
It would have been really cool if you had added reverb and muffled the sound effects to make it sound more underwater.
The art was really nice!
The artstyle was incredible and unique - really beautiful sprites and animations. I loved it how chill the fish was :) I kept trying to go towards the shinly light of the angler fish
The music and sound effects were also really well done
The gameplay was familiar. I really hoped for me fish sprites, although I can understand it's very difficult to do art this fine
Very nice job
Love the "death" animation.
An idea: Mollusks could have the same color as anglerfish's light. Player would have to look carefully before going for a light.
The above was my face when I realised that I missed one clam on a boss run and it's not an endless level with endless amount of clams :D
It's a cute game! I liked the music and it reminded me of Machinarium OST a little bit, but I gotta say it's way too relaxed for the scary stuff that is happening! The art also looks nice, I like the stylization. Overall it's a cute entry!
