Lightrunner by dalbinblue

[raw]
made by dalbinblue for LD 39 (COMPO)

Screenshot.png

Written in Monogame. DirectX needed to run Download it here if needed

You are a lightrunner, who has fallen underground. Without the sunlight you're life force drains away. Make your way from checkpoint to checkpoint to explore the cavern to get stronger and powerful enough to finally escape.

This game is a precision platformer with some light exploration. When not on a checkpoint, your life is slowly draining. Using air jumps and horizontal dash use energy faster so you need to cautious. The game is pretty hard, and is also very large (129 screens), so I'd love to know if anyone completes this.

Controls (Keyboard):

  • [Left] and [Right] - Move
  • [X] - Jump, air jump (uses a bar of energy)
  • [Z] - Horizontal Dash (uses a bar of energy)
  • [Esc] - Quit

Controls (Gamepad):

  • [Left] and [Right] - Move
  • [A] - Jump, air jump (uses a bar of energy)
  • [X] - Horizontal Dash (uses a bar of energy)
  • [Back] - Quit

Constructive criticism encouraged

Also here's the map if you need it. LD29MapSmall.png A full resolution version is available here.

Ratings

Overall 30th 4.045⭐ 24🧑‍⚖️
Fun 80th 3.727⭐ 24🧑‍⚖️
Innovation 211th 3.364⭐ 24🧑‍⚖️
Theme 51th 4.091⭐ 24🧑‍⚖️
Graphics 63th 4.045⭐ 24🧑‍⚖️
Audio 103th 3.545⭐ 24🧑‍⚖️
Mood 61th 3.773⭐ 24🧑‍⚖️
Given 13🗳️ 22🗨️

Feedback

🎤 dalbinblue
31. Jul 2017 · 03:35 UTC
Edit: okay now the source links are showing.
Falk Bruskeland
31. Jul 2017 · 11:54 UTC
Very good game! Nice pixel art, tight controls! Also happy to see another monogame user ;)
WillData
31. Jul 2017 · 11:58 UTC
Your game was really incredible! I think you should certainly put a screenshot here on the page and if I can make one critique I would say that a map of some kind would help! Really loved it though!
🎤 dalbinblue
31. Jul 2017 · 12:00 UTC
@WillData thanks! The map is included as one of the download links.
cowa
31. Jul 2017 · 12:00 UTC
Wow I really like it. Huge fan of the art and the atmosphere. The game is challenging: very hard but with perseverance it's possible :)

Didn't finish it though, sorry! It's so big! (129 screens :scream:)
Mac Dragoness
31. Jul 2017 · 12:05 UTC
Good game and nice graphics! However i found that the game is a bit too difficult. But still, the game is fun to play.
Neato
31. Jul 2017 · 12:25 UTC
No need actually, it's all numbered and really easy to find.
Batheo3000
31. Jul 2017 · 15:41 UTC
Amazing game ! How did you make all of this within 48 hours ?

btw I finished it
FloBar
31. Jul 2017 · 15:53 UTC
Pretty good game. I dig the colors. I can't believe you made this in 48hrs.
🎤 dalbinblue
31. Jul 2017 · 16:25 UTC
@batheo3000 and @FloBar, nearly all the time was spent designing the levels. Other than standard jumping, the only player controls are air jump and forward surge. There are no enemies, and the only interactive elements are two pickups and a checkpoint, each are maybe 20 lines of code. All told coding was only about 6 hours of the time. The graphics consist of a small set of tiles (around 60) that are reused in slight variarions to make areas look different even though they use close to the same graphics.
jakylgamer
31. Jul 2017 · 17:44 UTC
couldnt load it, i opened it and it crashed then deleted the exe...
the graphics look amazing :)
hope i get to play this one soon
🎤 dalbinblue
31. Jul 2017 · 18:59 UTC
@jakylgamer you may need directx, the other platform link is to the directx installer
Sivael
31. Jul 2017 · 21:25 UTC
A really, *really* great game :D
PROPS:D
Ashment
01. Aug 2017 · 05:04 UTC
Awesome! Controls are tight, and I love that it is like a metroidvania game but with really simple and managable mecahnics.Amazing job!
Godot35
01. Aug 2017 · 05:12 UTC
Excellent graphics, music, and gameplay.

I thought some sections were a little too difficult personally (like a section where you have to dash, then jump in a zigzag pattern to collect energy, then dash again), but the game embraces the difficulty it has without ever feeling like it is trying to be too unfair.

It's amazing that a game with a map of such size and quality was completed in 48 hours, great work!
Shell Pirate
01. Aug 2017 · 10:29 UTC
I'm blown away by this entry. First of all I really liked the aesthetic of it. The graphics, while simplistic in style were obviously made with a good amount of polish and care and the simplicity felt like a stylistic choice rather than a necessity. The music was awesome as well, and while not being the most memorable piece composed, it was very atmospheric and fit perfectly with the mood of the game. The gameplay is what really impressed me most, as this is one of the rare times when a LD entry feels on the edge of being a full-fledged experience rather than a proof of concept or a simple prototype for a future game. The mechanics were easy to grasp but I really enjoyed the Super Meat Boy type of design which involved me failing a lot, but being able to super quickly get back in and try again. The game felt difficult, but without ever feeling unfair. The scope of it is also amazing for a 48 hour entry. My one critique has to do with the controls. Two things: while I very much appreciate the ability to use a controller, I would definitely allow the user to use the analog for movement as well, as for example, the players using an Xbox 360 pad (such as myself) might not enjoy using its frankly terrible D-Pad for a precision platformer. The other thing is, the game generally had a pretty stiff feel to it, so perhaps adding a bit more momentum and weight to the movement and fixing up the clunky feeling collision detection with the walls would be a good thing. Then again it could be a choice rather than a flaw. Overall, really impressed with this one, fantastic job!
🎤 dalbinblue
01. Aug 2017 · 12:14 UTC
@shell-pirate Thanks for the detailed critique. I do need to figure out the analog controls on the pad as that was the first thing noted by someone I had play yesterday when they were physically in front of me. I'll can probably patch that in without a lot of work. I believe the stiffness in some of the controls is that the two boosts are a fixed direction, you either boost directly horizontal or directly vertical. The horizontal one is probably fine, but the vertical one can feel stiff especially if you are in the middle of a horizontal jump. I could probably implement a diagonal jump based on the direction the user is pressing which would mitigate the issue, but that will take a bit more work as I'll have to retool a lot of the rooms to accommodate that extra ability.

Finally, with the collision detection on the wall, I'm not sure what you mean there, can you elaborate more?
SeanNoonan
02. Aug 2017 · 02:25 UTC
That was great. I love the 2-bit colour palette.

At first I struggled with the difficulty of pulling off tight jumps, but I noticed you included controller support - that made things a lot smoother.

As others have mentioned, the breadth of the play space is very impressive for 48 hours. This is an excellent example of good time management - no fluff, pure game.

Well done!
torcado
02. Aug 2017 · 21:08 UTC
really cool game! it felt pretty fast, maybe slowing down the movement and also the timer relatively would make it play a bit better. otherwise i loved the art and idea. I think i pretty much ignored all the directions and got the crystals out of order, which made for a (in my opinion) more fun experience. but maybe it was intended like that! I'm not sure.
either way i enjoyed it :)
Zeriver
02. Aug 2017 · 21:52 UTC
Beautiful graphics in retro art style and audio matches this climat. Gameplay is pretty challenging but rewarding when you get to next checkpoint. Platforming feels a little bit clunky though, maybe it is just too fast. With that being said i am not a good platformer so my feedback my be a bit off in this aspect. Anyway game is really impressive and you managed to make this in compo and using monogame (which has a little bit slower workflow than unity or gamemaker, at least in my experience). Good job, game well done.