Lamplight by Wheffle



Description
Lamplight is a game about conserving your magical lamp energy while exploring a dark world filled with shadowy monsters. As long as they are in the darkness, they are invisible to you. However, using your lamp's abilities will help to detect them and ultimately destroy them. Be careful, though, if they manage to sneak up on you they will drain your lamp's energy. When it runs out, the game is over.
Instructions
Lamplight is a turn-based dungeon crawler on a hex grid. The objective is to clear as many rooms as you can before running out of lamp energy (which will happen sooner or later). Monsters are invisible until you use your lamp's abilities on them. Bright light will stun monsters, making them vulnerable. They also leave tracks as they move, allowing you to try to deduce where they are in the darkness. Follow the tutorial in the first room to learn the basics.
There isn't a ton of content in the game unfortunately, you'll see everything there is to see on a reasonable run. I feel like the concept was communicated quite well and turned out to be decently fun though.
About
This is my second Ludum Dare. Last time I submitted a "jam" game. I had plenty of time and managed to finish quite early, so this time I thought I'd go ahead and do "compo". It was definitely much more of a struggle, I don't think I had as solid of an idea as I did last time, and shaving that extra day off really does a number psychologically. I definitely wasn't able to execute all the ideas I had, and I wish I could have squeezed in one or two more enemies at least. It was a great experience, though, and I managed to at least finish a playable product!
Tools Used
- Game Maker: Studio 1.4
- Bfxr (sound effects)
- JamStudio.com (music)
- Audacity (sound + music editing)
- MS Paint (doodles that pass as graphics)
All assets are original, as per compo rules.
Post-Submission Changes
- v1.01 - Fixed a subtle bug I found right after I submitted.
- v1.02 - Added android support.
- v1.03 - On Windows made the game window resizable (some players with high-res monitors were having a hard time playing the game).
- V1.03YYC - Re-compiled Windows and Android to run natively (GM's Yo-Yo Compiler) for optimization boosts (didn't really need it, but it might be nice for some mobile users). Also got a build working for Linux.
- Got a web build up and running! Took some finagling, but I think it was worth it for the much easier access.
If you're up for it, try it on Android! I think Lamplight feels really good on mobile.
Note: The HTML5 version requires WebGL, not all browsers support this. Also if you have an ultra-wide or 4K display, it might be more comfortable to use a non-web version so you can scale the game window up.
Ratings
| Overall | 96th | 3.786⭐ | 44🧑⚖️ |
| Fun | 91th | 3.69⭐ | 44🧑⚖️ |
| Innovation | 89th | 3.738⭐ | 44🧑⚖️ |
| Theme | 112th | 3.902⭐ | 43🧑⚖️ |
| Graphics | 406th | 3.024⭐ | 44🧑⚖️ |
| Audio | 60th | 3.714⭐ | 44🧑⚖️ |
| Mood | 84th | 3.643⭐ | 44🧑⚖️ |
| Given | 39🗳️ | 49🗨️ |
Something I discovered a little while ago might help you out. At the very end of your DropBox link, where it says "dl=0", change it to "dl=1". That should make the link download automatically and not make the player download it manually. Just a suggestion :)
Anyway fun game, congrats on finishing the compo :D
Edit: I played again and got 10 rooms cleared
Also, I'll tell you a little secret: I have no experience doing a hex grid. I definitely did not create a proper hex system, I totally cheated it in beyond doing a little geometry to make sure the physical hexes fit together well enough. Those hexes are each their own instance, and at the beginning of each room they just run some collision checks to find their neighbors and plug them into some data structures for future reference. Again, sloppy but functional.
Great Job :)
@stefvanschie @xsior About the difficulty of recovering lamp energy, in its current state there is not much to see content-wise so I didn't want to make it easy for the player to go indefinitely and kind of burn out on the game. I had plans to make floors with bosses (and many more enemy types), and after each boss you'd fully recharge your lamp, but of course I ran out of time.
I might continue with it post-LD and see what it becomes. Again, thanks for the feedback and ratings everyone!
I like the gameplay, really nice idea. I like turn-based video games in general and this one has the right amount of random elements and required player thinking. Good balance in that!
The music is cool too, as are the sound effects. Is that Bosca Ceoil and SFXR? :-)
Overall, a great entry, thanks and keep up the great work!
Oh - and after the game closes, it crashes and Windows asks me to send a bug report, you may have a memory leak or null pointer acces on shutdown.
@xsior Interesting. I *am* using a shader, so machines that don't have DirectX or OpenGL are going to have issues. I had one person get a shader-related error in the last LD. Was there a crash report of any kind?
Great job !
I enjoyed play your game!
And catch those damn ghost! Really good job!
My only advice is to maybe add some animations to make it more graphically polished.
Good job(especially for your second Ludum Dare)! :smile:
Well done!
I have to agree with @drtizzle, though: Shooting flares is pretty much the primary thing I was doing…
All in all: Great job :thumbsup:!
However the Linux port didn't work for me, I got this error: "error while loading shared libraries: libcurl.so.4: cannot open shared object file: No such file or directory" Which doesn't really make sense since I have libcurl installed. It isn't a big deal though since most people will just go with the web version anyway.
Overall I really like the concept and I think it was executed really well.
Thanks for the feedback everyone! I don't agree with the "no skill involved" claim, but I agree that the game isn't balanced in general. I tend to play more fast and loose, moving around and using my character's 1-hex trail sight to find monsters to conserve lamp fuel, so there are different ways to play it. But yes, there needs to be some tweaking and more mechanics added to get the game into a more interesting state. I think the concept was communicated well; I wasn't sure if the core idea would turn out well and I was happy to see it works at least a bit. And it's LD, so ain't that the way, right?
Not everything is explained in the game, which is a common problem for LD games. I think in some cases this is OK, it can be fun to try to learn by trial and error what a new enemy is up to, but in other cases it's not optimal to go that route and it just confuses the player. Again, it's LD, ain't that the way.
Next time hopefully I'll be a bit more organized and the my entry will come out a little bit better in these areas. Again, thanks for the feedback, the time you guys took to play the game and write detailed comments is very appreciated!
Amazing work on the enemy AI, it felt fair and, once I got the hang of it, I felt like I could outsmart and outmaneuver them, which feels really good. I get the feeling that you iterated on the enemy behavior before settling on the final version. Or maybe you're just really experienced and you nailed the AI first try :wink:
My favorite thing to do in this game is to guess where the ghost might be based on the trail. It feels really good when I guess right. Sometimes, I won't be able to line up the shot because of the hex grid, and on the plus side that means I have to move *then* shoot, adding some uncertainty to the equation. But it feels like the hex grid limits the player's options arbitrarily because of the "blind spots" and I wonder if there are alternative ways to retain the same mechanics but in a less limiting movement system :thinking: For example, you could look at the turn-based combat in Transistor, where movement is on a continuous plane and you can use your abilities on enemies as long as they're in range. It would be interesting to see this system applied in game like yours where the information is limited and you have to take a literal shot in the dark.
Again, I'm really impressed with how playable this game is. Good to see you at it again @wheffle, hope to see you again next time!
https://www.youtube.com/watch?v=yvUygbL9Dts
Thanks for being part of the stream :)