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 :(
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Beware the Goodnight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Quality of gameplay/level design | #16 | 2.167 | 2.167 |
How enjoyable is the submission? | #16 | 2.333 | 2.333 |
Overall | #20 | 2.333 | 2.333 |
How well does it meet the theme? | #25 | 2.500 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Cool look! I made it to level 2 but then fell thru the floor. Not sure how to play.
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.
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!
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.
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.
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
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