Lost Without You by jackrugile
Lost Without You is a turn-based action puzzler.
Help two friends find each other in the dark before they run out of light. Alternate between each friend to navigate through the darkness in a mysterious labyrinth. Can you help them escape?

https://www.youtube.com/watch?v=8wzq9bFgZtk
Tech and Tools:
- Three.JS - Rendering
- Howler.JS - Audio
- BFXR - SFX Generator
- Photoshop - Graphics
- Sublime Text - Text Editor
- FL Studio - Music Composer
- RStudio - Level/Maze Generation
More Info:
My girlfriend Nicolle and I had a great time making this game together. We put our own spin on a few genres combined together, and took over our own meaning of the phrase "turn-based". We hope you have fun playing it and would love to hear some comments and constructive feed back from you all. Thanks!
Ratings
| Overall | 29th | 4.23⭐ | 39🧑⚖️ |
| Fun | 33th | 4.162⭐ | 39🧑⚖️ |
| Innovation | 150th | 3.892⭐ | 39🧑⚖️ |
| Theme | 509th | 3.703⭐ | 39🧑⚖️ |
| Graphics | 91th | 4.378⭐ | 39🧑⚖️ |
| Audio | 66th | 4.029⭐ | 37🧑⚖️ |
| Mood | 11th | 4.392⭐ | 39🧑⚖️ |
| Given | 41🗳️ | 24🗨️ |
It is difficult, which I'm sure adds to the panicked mood but means that I feel like I'm missing out on a story because I can't finish level two. Part of that is the normal awkwardness of WASD/arrow key controls, but I wonder if you could give a little more time before switching? It seemed to be just enough time for me to realize I'd stuck one in a corner before I switched to the other and had to keep going the direction half of my brain was telling me to back away from.
EDIT: Nevermind, just got through the whole thing; that was fun and it's probably the right hardness but I'm uncoordinated. My wrists *are* all extra tense (to the point I'm noticing after three days of tense computer use), so I might still go for some other method of locomotion? I dunno; it's cool.
I feel like the first thing I would add would be more to the environment, maybe objects that can help you find each other. Might enable you to make some harder levels, give players more to interact with in the level.
Thanks for the great entry!
My only complaint about the game is that it seems to depend a lot on trials and errors and memorizing the dead-end paths the you took in the past to avoid them. This was not a big problem in the 4 levels in the game but I think it can be a problem if there are harder levels in the future since it will eventually lead to frustration.
Great job and Thanks for the nice experience.
Apart from aforementioned, I loved the experience - the idea of time dependent changing is really clever, visuals are great and audio really helps to set the mood, which is overall very strong! So thank you for that, I really enojyed playing this game!
@yetman Thanks for the kind words, we're so glad you liked it! We are still getting the tuning of the difficulty right, and we hope that more dynamic level designs with new items to collect will help with the frustration of pure memorization.
@funisfun8 Oh boy, Steam, here we come :) We'd love to get this on there some day. Thank you for your inspiring words.
@ayushman Thanks for playing! Yep, no game engine, but Three.js did all the heavy lifting for rendering. Couldn't have come close to this look without that library, it's so nice.
@honey So glad you enjoyed it! We 100% agree with the firefly snapping. After playing it more, we miss WAY too many fireflies and it is frustrating. The first day, we were playing with no snapping at all and it was complete hell, haha. The levels are not randomly generated, so there is some replaying encouraged to get familiar with the mazes and see if you can find faster routes. We are working on getting some new items in so that it is less frustrating to play and navigate though. Thanks for your feedback!
@hopeen That's an excellent idea! We have so many new ideas for elements to add to the game that we want to explore. We plan on continuing to work on this soon. Thanks for your support!
I am never a fan of maze game but it wa still enjoyable because of the atmosphere and the light mechanic which add some tension.
The sound design helps to set the mood, really well done. The gameplay, yet simple is very polished and well done. It seems that your project scope was very well managed.
Congratulations on the entry!
Offtopic: This reminded me of our game [lit](https://ldjam.com/events/ludum-dare/39/lit) from Ludum Dare 39. :smile:
My only suggestion is related to the controls: it's possible to use WASD/Arrow Keys for either character, which I found surprising. My initial reading of the controls at startup was that each set of keys was bound to the character of the same color. I don't know what your intention was, here, but it'd be good to clear up the confusion -- my recommendation would be to enforce different controls for Mary and Zoey; it "feels better" to me (sorry I can't be more specific than that) and would work better for two players sharing a keyboard.
@richard-n-silva Thank you! It's an honor to be compared to such respected games. So glad you enjoyed it.
@m-1 We absolutely agree about some sort of indicator that a switch is about to happen. We'd like to find an abstract visual and audio way of doing that. Will look into it. We initially had the lights lower in the world, closer to the characters (how it should be in a real physical space), but we didn't like how much it reduced the visual reach of the lights. We'll have to play with this to get it more physically accurate, but still expanding outward for what we want the player to see. We just played lit and loved it! I can definitely see the similarities. I think it's so cool that your maze is procedurally generated and that the walls go up past the camera. Nice work!
@pennycook Thank you for the compliments, glad you liked it! You're right about the control confusion. The colors we added there are really misleading, now that we look back on it. Apologies for that! We'll need to rethink how we describe those. Ya know, another thing is that we actually never considered that two people might be sharing the keyboard! We always assumed it would be single player, but there is no reason it can't be two player local coop like you said. Will consider this. Thank you!
Very atmospheric - and for an LD game, very polished!
But a great game nevertheless!