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A jam submission

Beware the GoodnightView game page

Explore a space station as a creature of smoke and shadow
Submitted by SpyderWeb Studios — 7 hours, 16 minutes before the deadline
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Beware the Goodnight's itch.io page

Results

CriteriaRankScore*Raw Score
Quality of gameplay/level design#162.1672.167
How enjoyable is the submission?#162.3332.333
Overall#202.3332.333
How well does it meet the theme?#252.5002.500

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

i try to play your game but i don't understand how to move our player properly.I am mostly falling and reopen the game :(

Submitted

Cool look! I made it to level 2 but then fell thru the floor. Not sure how to play.

Submitted(+1)

Fun game, at first I was confused what to do and some how ended up off the map but quickly got the hang of it once I found the spots to click.

Submitted(+1)

Nice idea, but hard to control this smoke

Developer

Yeah, the player movement controls were probably my biggest failing for this one, I'm definitely going to improve on this game idea though as I haven't really seen anything quite like it. 

Developer

I have gotten some really great feedback on this game, I appreciate anyone taking the time to play and review this game. I want to continue working on it and make it more similar to Carrion (one of my major inspirations), so anything that people say is worth improving on is welcome :)

(+1)

this game must be better and for now good thanks for submission

Submitted(+1)

Really cool game ! I like the level design but the player movement is a bit hard. It took me some time to find the key. Except this and the lack of sound and music, it's a really neat game!

Developer(+1)

Yeah, the movement was hard to pin down in time, there was so much to do that I had to say "it'll do for now" and move onto the next feature.

I knew I forgot something though, the sound would have been a great addition. 

Submitted

Don't worry for the movement, i did the same thing 😄

Submitted(+1)

Neat concept! I like the idea of a creature that exists in the shadows grabbing unsuspecting victims. I did find it difficult to select a place to move on several occasions. Some of the areas are really obvious, but some are hard to distinguish between an overlap of lights or a moveable space. It also took me far too long to realize that this wasn't tile-based. I kept clicking the same start area wondering why I wasn't moving!

Final note, when you complete the game, the mouse cursor is not shown on the replay menu, so there is no way to click the elements.

Developer(+1)

I initially was going to do it tile based, but thought it'd be cool if the shadows were coming from actual light sources instead of tiles. If I had more time, I would have adjusted the curves so the valid player movement reflects the visuals (ie the every shadow area in the game is valid. I wanted to get it so the light sources could move, or you can move into the shadow of a moving enemy as a sort of bridge.

You're completely right about the end screen, I wish I had time to just do a polish pass to add in those small little improvements. 

Submitted(+1)

I had a feeling there was some iteration in there! The mechanic makes sense (and is better than tile based imo) just could use some tightened visual cues maybe. Out of curiosity, how did you code that functionality? Seems very interesting and I'd love to know more!

Developer(+1)

In short, iterate through all lights in the scene, check if the location is currently lit. If not then check if the location is within the attenuation radius and cone angle. If it is, perform a line trace in a custom trace channel to check if the light source is obstructed. If it can light up the area, then it breaks the iteration and says that it is an invalid location to travel to. If the loop succeeds without any lights being able to see the location, the player can travel there 

Submitted

Interesting! Thanks so much for the rundown. Makes perfect sense based on your explanation. Really cool idea/concept.

Developer

I also added in some curves so I could control how the angle and distance would be evaluated. In other words, since the visuals and backend didn't match up the curves would allow me to finetune just how close to the lit areas count as valid