Beacon by ken
Best Played in stand alone version, Web version has some weird lighting and frame rate issues for me.
Controls:
WASD: Movement
Space: Jump
Mouse: Aim
Left Click: pickup and place shards
Story:
You are teleported to a strange world where there is no sound. You find fragments scattered around the land and 2 strange pedestals that seems to already have some fragments on them. Before too long you notice a black void consuming the land and you have nowhere to run. What will happen when the blackness consumes you?
My idea was of two worlds, one of light and the other of sound. These two were separated when the inhabitants of the light world created a right between the worlds which caused shards of each dimension to become lost in each other. You're objective is to gather all that shards and try to separate the worlds again.
Controls:
WASD: Movement
Space: Jump
Mouse: Aim
Left Click: pickup and place shards
Story:
You are teleported to a strange world where there is no sound. You find fragments scattered around the land and 2 strange pedestals that seems to already have some fragments on them. Before too long you notice a black void consuming the land and you have nowhere to run. What will happen when the blackness consumes you?
My idea was of two worlds, one of light and the other of sound. These two were separated when the inhabitants of the light world created a right between the worlds which caused shards of each dimension to become lost in each other. You're objective is to gather all that shards and try to separate the worlds again.
Ratings
| Coolness | 69% | 3 |
| Overall | 3.08 | 684 |
| Audio | 3.47 | 148 |
| Fun | 2.81 | 765 |
| Graphics | 2.89 | 695 |
| Humor | 2.27 | 587 |
| Innovation | 3.54 | 266 |
| Mood | 3.21 | 372 |
| Theme | 3.14 | 643 |
I managed to find two of the sounds, but couldn't find the third. I think a big part of the problem for those of us that didn't make the game is that we have no idea what kind of layout we're walking in. Is it a maze, a big open area, or something else? Is it the same big outdoor area? If so, I didn't get much time to familiarize myself with it before the dark came along.
The humming from the last sound didn't seem to vary in volume during the time I spent looking for it, so I had no idea if I was getting closer or not.
It would be interesting to see more of the game if you could figure out a more intuitive feedback mechanism for the darkness :)
But like many people have mentioned, the dark world could be better. However I don't think it is a feedback issue, but more an awareness issue. In real life when you're in the dark, you know how much you turn, you can feel the environment and generally know your orientation (facing up or down). Not knowing the game world too much, I wasn't sure whether I was looking up or down, whether I could move forward, back, left or right. Assuming that you walk exactly as you did in the visible world, that created another problem because the mouse sensitivity in that world was quite higher than I'm used to in an FPS, which left me thinking "Did I turn 360 degrees or 180 degrees, or even 270 degrees?" in the dark world. Was the room a maze or a boxed room? Was the sound able to go through walls? All questions that could have lead to frustration.
It was a lot better once the sound was in range though (could use it to determine the way I was facing), so maybe having some ambient sound or echo could have helped the entire room. Or even restricting mouse look to only left and right, in both worlds, so the player knows that it won't be a problem in the dark world.
I was able to finish it (maybe luck?), but I could see how some people could get frustrated.
Great game though!