Connor Hagan

LD 39

Enjoying my first jam!

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Progress is coming very fast.

Basic idea of the game:

Since I love horror, I decided on working on a creepy game with a horror feel. Basically you spawn in and you must traverse the level by lighting lamp posts and picking up batteries to power them.

Enemies called "Moths" or "Dingbats spawn in and immediately start moving towards you. Due to the peculiar nature of moths, they can read your fear. As you encounter objects that let off a menacing glow and your sanity begins to dwindle. The dingbats seem to fear this light as much as any other light, but observing your weakness allows them to move faster and in greater force. While in the dark, they move at alarming speed closing in on your location in a second, while in the light they move slowly giving you plenty of time to outpace them. To make matters worse however, should a moth collide with another moth, it grows massively in size and speed as well as gains health. Because of all of these things, you must think on your toes as you try to escape from the shadowlands.

In your hands is your trusty lightgun. This weapon penetrates through moths, causing them to die painfully and horribly.

Due to limited ammo and batteries in the map, on top of the fact you can only hold 5 batteries and 20 shots at a time, you must quickly and carefully make your way through the dark landscape, lighting your way and planning your next move.

The game features multiple levels, and features different objectives for different levels. Light all of the torches, reach the exit, and defeat the boss are all available in this game.

I know my art is pretty weak, but hopefully some of the gameplay will make up for it!

I LOVE Ludum dare

This has been one of the best weekends I have had in the past year. I just gotta say, for my first game jam, I had an absolute blast making this game. I've been streaming on and off all weekend and it meant so much to me to have friends coming online to cheer me on as I made a game from scratch. I feel love for game design like I haven't felt in a while, and feel refreshed to get back into making projects I put on the backburner.

My game can be found here: https://ldjam.com/events/ludum-dare/39/shadow-crawl

I hope you all had as wonderful a time as I did.

Balance Patch and Video Walkthrough

I've provided a separate build alongside the submission build

I feel like my second build is withen the update rules due to the sheer difficulty preventing players from seeing the whole game. Ideally you play the easy build to see the whole game, as well as play the original build to see how it was originally. The easy balance build just provides a better way to see it all, and should primarily be used to see stuff you didn't manage to see in the submission build..

Video Walkthrough

I've provided a video walkthrough for the game for those who find themselves stuck.

It can be found here: https://youtu.be/VA0clW2dLnA

Easy Balance Patch

Due to the difficult nature of the game, and people struggling with it even on easy, I've changed the balance for easy mode to make it significantly easier.

Don't play on Normal unless you want a challenge, and avoid Hard unless you want to really struggle.

Balance Patch Notes - These changes only affect Easy mode, nothing else was affected.

Easy Light Duration increased to 2x - Was 1.5x

Spawn Multiplier decreased to .6x from .8x

Moth speed decreased to .7x from .9x

Brainly speed decreased to .5x from .7x

Spinely shoot cooldown increased to 1.4x from 1.2x

Projectile speed from spineleys and bosses to .5x from .75x

Damage decreased from .8x to .3x

Last boss moves significantly slower

Small Fixes

Game name on title screen now displays properly and no longer moves around

Thanks to everyone who has played it so far!

Game can be found here: https://ldjam.com/events/ludum-dare/39/shadow-crawl

Shadow Crawl - Where to go from here

Hey everyone!

I'm going to start with a gif of a level I'm not sure anyone got to ;)

If you want to attempt to get past level one, and you are feeling cocky enough to beat all 8 levels, give it a try!

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I felt like doing a blog post on my game, things I've learned, what went wrong, what went right, and where to go from here.

Issues with the game

Level Size

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One issue I found was that the levels were a bit too big with no clear indicator of where you were supposed to go. Because of the limited resources provided on the map, players find themselves running out of ammo and batteries without figuring out where to go. As a developer, I didn't even think of this. Since I already knew my game, I would subconsciously walk towards where I was supposed to go. This is a doubly bad issue because it is the first level where this problem is most pronounced!

Hidden mechanics

One issue I found is that players didn't realize they had a soft time constraint. Because the spawners spawn endlessly as long as you are on the level, you need to beat the level really fast so you don't get overwhelmed. That created a negative synergy with the Sanity effect, which increases the mob-spawning rate by up to 2x if you are at 0 sanity.

Lack of visual feedback

Enemies don't have any sort of indicator they are being damaged or what health they are at. Because enemies can have variable health due to the combining mechanic, and because shots pass through some enemies, players found that they weren't sure if their shots were doing anything.

No tutorial

There are actually a lot of different mechanics in this game. Each enemy functions totally differently from one another and the light affects them differently but the way they function isn't immediately apparent. On top of this, players found themselves not knowing how to light lampposts (whoops), not understanding the sanity mechanic, and being completely confused on the first level making them give up in frustration.

What went right

Mood

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The lighting and shader effects, though subtle, made a really nice mood for the game. Adding a simple lerping of color on the light made it really come to live. Also, the audio effects I added to the crow sounds, the creepy laughing, and the music I made came together really nicely. It definitely had an unsettling feel to it.

Core idea

The idea of a horror/action game where you need to use the light to strategically take down enemies is really, really cool. I've been playing with the idea in my head for a while now and it was so refreshing to finally get it out. I always liked the horror genre, and I think good pixel-horror is underrepresented. Some of my favorite games are Lone Survivor and Distraint, so I've always been really inspired by them. The core mechanics of using the light to slow enemies and navigate a pitch black level works really, really well. Unfortunately the level design doesn't always compliment them so well.

The Sheer amount of content.

The game is hard, meaning players spend a lot of time on one level. It requires learning the mechanics, level layout, and strategy of each level. Each level has a different objective and mechanics, and each world has a different enemy as well as boss. And on top of that, there are 8 levels total in the game. There are also 3 different environment tilesets. There is a lot in this game. It takes me 10 minutes to speedrun it on hard and I know all of the level layouts front and bback. Although, unfortunately, players have no way of learning the mechanics to see it all.

The Soundtrack

For something I put together in Ableton in less than an hour, the three songs in the game sound really nice. One of my friends was shocked to learn that I had made it myself and it wasn't something I downloaded. On top of that, I did a really good job of manipulating the pre-recorded audio effects to be really creepy

What to do now?

So I have this game, it has it's flaws but the core idea is fun and great... so what do I do with it?

Well I've struggled to make a complete game up until now. And now I have a basic prototype and fun idea, so I guess I'm going to try to make it into a full game!

Same core, different execution

I like the idea of the gameplay a lot. But the levels were too big and the game focused more on action over survival. So maybe next time I can focus on making the game take place in smaller, more claustrophobic hallways with each room being loaded as an individual entity instead of one large amalgamation. Giving it a more resident evil 1-esque feel to it maybe. I feel like I could do more with smaller areas and less crazy/aggressive enemies and it would be more manageable to be broken down into smaller bits.

Re-working some ideas.

I like the way that you have to keep moving forward due to the limited batteries, though maybe I should make something to help players out. Maybe a giant pile of batteries that you can go to at any time to get batteries? I'd ideally like to have no spawners and more static enemies, which would go better with my smaller rooms idea. I found that having spawners that spawn every 4-8 seconds eventually produces an unwinnable scenario.

Better story

I basically BSd my way through making a story. There is no real overarching plot, so maybe I could make one? I have some ideas I can merge this with, and maybe make something cool.

Less Rush

I like the tension the game adds on the player due to the constant rushing, but sometimes I feel like it's too much. The doors in the level 1 areas kill enemies, and I kind of like it that way. It gives you a place to feel safe and catch your breath, if only briefly.

Overall I think this was a really fun game jam!

It was my first time doing one of these and I've learned so much about game design as well as Unity. If you haven't played/rated my game yet, it is available here. Thank you all for making this such a wonderful and positive learning experience, and I hope to come back with some friends as team members for the next one!

If you have any questions at all, or if you want me to play your game, leave a comment below this and I would love to check it out! I've rated ~67 games so far and I've been having a blast seeing all the cool concepts people have cooked up.

Music of Shadow Crawl

I have decided to give back to the community and share the music I made for this game because people seemed to enjoy it!

A zip of the soundtrack can be found here!

It is licensed under Creative Commons 4 Attribution so feel free to use them in both commercial and personal projects if you want!

My game can be found here if you want to check it out.

Thanks for being such an awesome community and creating such an awesome experience!