Light - Ludum Dare 57 by based.on.life

"Light" is our entry for Ludum Dare 57. As you descend and ascend again, you must navigate through the treacherous waters, collecting light. You mustn't let your light die out...
- Move left, right, forward, and backward with WASD (or Left Stick 🎮).
- When close to an Anchor, grab it with Left Click (or Right Trigger 🎮).
- Press Space (or A/X button 🎮) to jump, press again to double jump.
- Drag anchors to new platforms and collect light orbs to continue your descent.
https://www.youtube.com/watch?v=-njeYZ1Gcn8



Developers:
Ryan -- @based.on.life [@based-on-life]
Corey -- @slowchaz
* Mac Users: The game will take upwards of a minute or so to load, so just be patient *
| Link | https://github.com/ryankmims/ludum-dare-57.git |
| Original URL | https://ldjam.com/events/ludum-dare/57/light-ludum-dare-57 |
Ratings
| Overall | 395th | 3.618⭐ | 78🧑⚖️ |
| Fun | 520th | 3.26⭐ | 77🧑⚖️ |
| Innovation | 317th | 3.453⭐ | 77🧑⚖️ |
| Theme | 129th | 4.167⭐ | 77🧑⚖️ |
| Graphics | 442th | 3.651⭐ | 78🧑⚖️ |
| Audio | 188th | 3.76⭐ | 77🧑⚖️ |
| Mood | 181th | 3.98⭐ | 78🧑⚖️ |
| Given | 131🗳️ | 170🗨️ |
platforming and controls (how it feels to move etc) need some more polishing, but overall it was a beautiful game!
Some elements were difficult to see, especially as we go further down, and the Z-axis was a little confusing; at certain points I'd be right on top of a light orb but I didn't realize I had to hit W to actually touch it.
It really gave me feelings of fear and discomfort, which I loved. At first, I didn’t quite understand the goal (I spent a lot of time trying to reach the island above with the anchor and kept losing for some reason). The idea of falling with the anchor is just awesome!
Beyond that though, it's a really solid game. I think the most impressive aspect is the mood- it hits is so well with the low gravelly tired voice, the atmospheric music, and the light and dark visuals. The anchor looks a little too 3D-mold for my personal taste and a little out of place visually, but the game definitely hits feeling in a way that works very well for it. I didn't mind the lack of a UI personally, the light going out and not knowing when it's done really encourages you to keep rushing for the next source of light.
Great job!
I tink you are green to continue the development, but honestly I don't see it a fully featured game, rather a short experience with more polish that you didn't have time for. For example, I think the generic 3d-clipart person can remain but the anchor should go full 3D with heavy, rusty feel to it. And of course other graphical details but I wouldn't go overboard, you probably shouldn't want AAA look. There are also playability issues to tinker with - to name some, the part with projectiles is too hard (I never managed to pass) and it is easy to get lost when out of cam like when pushed by the vertical fish. You don't want such hinderence to get in the way of people experienceing your art (which is why getting the games-as-art balance right is hard). Anyway, thanks for making this.
The gameplay felt a bit unresponsive at times - the experience would greatly benefit by giving the player more feedback on their actions, aaand maybe a bit more wiggle room when encountering enemies?
Overall, one of the highlights of the jam for me. Thanks for the game!
The controls for the dude were good, but I think moving the anchor was a little counter intuitive, and felt slow, but didn't really feel like it was water as it should be.
I did like there is variety when you go down, with enemies and such. I think there's a seed of really interesting experience here, and it's interesting to investigate the dark deeps