Sir. Knightmare by Integershift

[raw]
made by Integershift for LD32 (JAM)
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

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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

Feedback

Gunzil
21. Apr 2015 · 01:32 UTC
Would have preferred the game not being so dark. If you use purples/blues instead of a black overlay you can convey darkness without making it difficult to make anything out. The font is also difficult to read.

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.
doitle
21. Apr 2015 · 01:32 UTC
Interesting game. It lacks a lot of polish but the main idea is there and works. I did fall out of the house from the second story off the right side. I think the wall is in the wrong place?
wg_phancock
21. Apr 2015 · 01:32 UTC
The background rain sound really helps the creepy vibe, and the idea is really cool.

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.
SmilingCat
21. Apr 2015 · 01:40 UTC
Nice game, good graphics. I did find though that by camping the lower right light switch, I could hold out indefinitely.
RARoadkill
21. Apr 2015 · 02:05 UTC
was kind of hard to see, but it was fun.
pvwradtke
21. Apr 2015 · 02:08 UTC
First the bad, to get out of the way: font is difficult to read, and the black overlay makes it hard to figure out what's going on. Using W to go upstairs would also be more intuitive.

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!
kaype
21. Apr 2015 · 09:38 UTC
The game is very glitchy and cheatable, but the idea is there and works. I agree with Gunzil in that you could use color to convey darkness instead of, well, darkness.

The font is also reaaaally hard to read.
Karsten
21. Apr 2015 · 09:40 UTC
the bathroom could have been a bit more detailed but overall nice gwame , <3 lightshaft , will there be an mmo version some day?
cnoel
21. Apr 2015 · 22:26 UTC
The idea was conveyed well, however it was pretty hard to figure out what to do. Light switches were hard to find and didn't readily turn on.

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.
TeamCalcium
24. Apr 2015 · 09:14 UTC
The game was too dark without lights. Why do the player can only turn on the lights one time?
bossmojoman
12. May 2015 · 00:37 UTC
Took a bit to figure out that I had to find a light switch, good job though!