Sir. Knightmare by Integershift
Important Info!
Steve (Aka Sir. Knightmare) is having a nightmare!
Oh No!
Monsters from his dreams are attempting to kill him in his home. Steve decides to use the most unconventional weapon possible!
The Light switches.
Steve must turn on the lights to kill the monsters. But wait! There's more!
A storm is at large and lights only last a second. Not only that, can only be turned on every 10 seconds!
Help Steve survive as long as he can!
CONTROLS
A/D - Left and Right
Shift to walk up
S to walk down
F To turn lights on
Made for Ludum Dare 32. #LDJAM
Check us out on Twitter!
https://twitter.com/TheAgentVoxel
https://twitter.com/integershift
Steve (Aka Sir. Knightmare) is having a nightmare!
Oh No!
Monsters from his dreams are attempting to kill him in his home. Steve decides to use the most unconventional weapon possible!
The Light switches.
Steve must turn on the lights to kill the monsters. But wait! There's more!
A storm is at large and lights only last a second. Not only that, can only be turned on every 10 seconds!
Help Steve survive as long as he can!
CONTROLS
A/D - Left and Right
Shift to walk up
S to walk down
F To turn lights on
Made for Ludum Dare 32. #LDJAM
Check us out on Twitter!
https://twitter.com/TheAgentVoxel
https://twitter.com/integershift
Ratings
| Coolness | 53% | 3 |
| Overall(Jam) | 2.52 | 1002 |
| Audio(Jam) | 2.96 | 426 |
| Fun(Jam) | 2.19 | 1009 |
| Graphics(Jam) | 2.74 | 771 |
| Humor(Jam) | 2.09 | 855 |
| Innovation(Jam) | 2.81 | 678 |
| Mood(Jam) | 3.04 | 529 |
| Theme(Jam) | 3.19 | 636 |
Given the simplicity of the game it would have been better to make the game more intuitive than to have a controls page. I would not have thought that Shift would make me go up stairs, which could have been reserved for W since that jumping does not seem useful.
The audio is pretty good, the storm ambience is relaxing.
I feel like the art's a bit too dark, though. I had a very hard time finding the light switches, enemies, etc, to even figure out where they were in order to play the game.
However, the idea IS cool. Driving monsters out by turning on the lights is not usual, so there's potential for a fun game. Some ideas to further expand it would be to force the player to keep exploring the house, for instance, killing a monster would break the light bulb, so the player would need to replace the bulb before turning it on again. That would add tension and force players to move. Reason? You can go to a corner and just wait there for monsters to pop up. With luck, you'll survive quite a lot.
Keep it going!
The font is also reaaaally hard to read.
Ambiance was nice and I think it played with the theme well, using the environment as a weapon instead of an actual weapon. I could see this being a good jumping point for something a bit deeper.