Unlit by xdegtyarev
Light is fading. Shiny orbs keep you alive. Collect them and reach the top of Spiky Rock.
Fixed a bug with checkpoints now they works :)
W A S D to move
SPACE to jump
For best performance try standalone versions.
Joystick recommended

Gameplay
https://www.youtube.com/watch?v=GDbC72TaL58
| HTML5 (web) | https://xdegtyarev.itch.io/unlit |
| Windows | https://xdegtyarev.itch.io/unlit |
| Linux | https://xdegtyarev.itch.io/unlit |
| macOS | https://xdegtyarev.itch.io/unlit |
| Original URL | https://ldjam.com/events/ludum-dare/39/unlit |
Ratings
| Overall | 182th | 3.733⭐ | 62🧑⚖️ |
| Fun | 176th | 3.583⭐ | 62🧑⚖️ |
| Innovation | 450th | 3.017⭐ | 62🧑⚖️ |
| Theme | 514th | 3.367⭐ | 62🧑⚖️ |
| Graphics | 258th | 3.95⭐ | 62🧑⚖️ |
| Audio | 108th | 3.783⭐ | 62🧑⚖️ |
| Humor | 395th | 2.453⭐ | 55🧑⚖️ |
| Mood | 151th | 3.746⭐ | 61🧑⚖️ |
| Given | 28🗳️ | 13🗨️ |
I had two main issues with the game:
1) It's pretty unforgiving, which provides a nice level of challenge, but as an impatient gamer I would've liked some checkpoints (ideally at the light orbs). That could just be me though. For jam games, I favor being able to play the whole game over being overly challenged.
2) The light mechanic fits really well with the theme, but I wasn't watching the bar at the top. Instead, I was expecting the scene to get darker and darker, until a point that it was obvious that I'd lose. Having the player suddenly lose without being able to see that in the world feels a little jarring. Also, having the light diminish to a small ring around the player as they run out of time could provide some interesting challenge (ie. having to memorize the last few steps to get to a light orb).
Overall, really good job!
I ran into several glitches while playing the game that definitely hampered the experience with unnecessary deaths: the spikes that come from floating ceiling pieces can still kill the player if they walk against the side of a wall that contains the spikes (example after checkpoint 5) (check player hitbox and make sure it's not overlapping into the wall when moving against the wall), the player can clip through some wall corners while falling (example after checkpoint 7, when falling down to the first challenge area after checkpoint 5) (not sure what to recommend to do to remedy this one), and lastly the checkpoints themselves can be very glitchy at times, sometimes spawning you about 5 blocks or so above their location, and they apparently have a hitbox you can jump through and stand on top of (make sure they only act as a collider, unless this is intended).
The checkpoints that are in areas that will kill you are just plain frustrating because you cannot control when you respawn, so you may sit there and wait until you die 2 extra times before you have a chance to move. This would be much less of an issue if the game waited until spikes/blocks were not literally directly in your hitbox when you spawn, and would still retain the challenge of some of the checkpoints will kill you if you wait there too long.
The camera can take a long time to pan back to the player if the player dies a far way away from their last checkpoint, which is frustrating when you know your next checkpoint is a ways away and you need all the time you can get to make it to the next checkpoint. It'd be nice if the camera would either snap back to the player, or move faster back to the player if it knows it has to move further. I can't tell if you already have a system like this in place, but if so, then reducing the time it takes for this snap-back to complete would be helpful.
Movement felt clunky to me, like the players movement was inconsistent and was jittering a lot, but after checking the game again, it seems that this is an issue with the camera snapping to the player at about 10-20Hz. It appears this camera snapping is handled via FixedUpdate, and would look a lot more smooth if it were instead on Update.
Lastly, I just didn't feel that the light/power/time between checkpoints ever gave the impression of being power, and this never gave me the feeling that I was Running Out Of Power. Besides death and slightly dimming the screen, power didn't appear to do much anything, so rather than feeling I was running out of power, it felt more like I had an obscured timer ticking down that displayed a (presumably empty) battery upon death. Perhaps if the light from the player was a bit more noticeable (it appears to be much more significant in your screenshots than in the actual game) and having that be reduced closer to death, or perhaps making the screen dim much more significant would better convey to players like myself who never got that intended feeling.
I'm glad you do still have people who enjoyed it, but I really didn't care for it in many ways.
tl;dr: Didn't enjoy the core gameplay and felt it didn't well fit the LD39 theme, but explained my several other gripes with the game and possible fixes for many issues and some bugs.
I love the character and the level design. It is frustrating but in a good way! :D
Maybe it would be better making a faster respawn?
BTW great game! :)
The game could be easier to play by making the checkpoints more dense and making the spikes deadly only when standing/falling on them (not running into them when they are already out). But this way it is more challenging.
Jolly good game!
Also a little bug: I felt down and survived)
There were also some glitches where my figure was 1 block too high in the air and then suddenly fell down.
Also I missed the theme - where is the power running down anywhere? Did I miss that?
The mood of the game is good, so overall a good entry. Just needs some more polish.
Here’s my live playthrough of Unlit on https://www.twitch.tv/elysiagriffin :)