All But Starlight Here by cottontshirtz
This game was designed for use with Tobii Eye Tracking in mind. This game WILL WORK if you don’t have the peripherals, but the visual effect itself will be less powerful.
NOTE:
There has been some issues with understanding the objective so I'm going to give a few hints to get players started.
- Walk along the cliff to your left until you get to the two pillars in front of you. (Follow the lit path)
- Pick up the flask on the altar. This will lock you in place until the next step is complete.
- Look upward towards the large swirly star that is framed in the window of the pillars. (If not using Eye Tracking, place the 'no eye track' icon on the star. If using eye tracking, just look at the star)
- Once the star does what it does, there will be a clear path through the rest of the environment.

This game is titled “All But Starlight Here” which is in reference to the poem Enosis by American transcendentalist poet Christopher Cranch. While enosis is a complicated political issue not addressed in this work, the poem is quite nice...
This game follows the letter but perhaps not spirit of the theme. I used this LD as an opportunity to construct an experience around an abstract visual effect I have been working on for some time. In short, this effect “adds detail” where the user is looking. If you are not using the Tobii Eye Tracking, ‘where the user is looking’ is set to the center of the screen where the ‘no eye track’ indicator is present.

CONTROLS: This game uses standard WASD and mouse controls, with left shift for a (slow) run and the space bar for a (short) jump. The jump is mostly used to free the player if they get stuck on some set geometry (usually it’s the steps down that give the character controller trouble).
NOTE: This game is fairly intensive in terms of both graphics (visual effect) and CPU. I was unable to test this game on a variety of systems so I don’t know if it will work on Mac, Linux, or systems with integrated graphics. Please let me know if the game does not work at all for you, including the issue you’re seeing and your system specs and I’ll try to get another copy of the executable compiled.
CREDITS:
Matt Mitchell for the use of his Crotales
Anna Martin and St. Michael Catholic Church for the use of their space for the purposes of recording.
| Youtube | http://bit.ly/2pOfLk8 |
| Original URL | https://ldjam.com/events/ludum-dare/45/all-but-starlight-here |
Ratings
| Overall | 904th | 3.056⭐ | 20🧑⚖️ |
| Fun | 981th | 2.694⭐ | 20🧑⚖️ |
| Innovation | 315th | 3.528⭐ | 20🧑⚖️ |
| Theme | 895th | 2.806⭐ | 20🧑⚖️ |
| Graphics | 434th | 3.722⭐ | 20🧑⚖️ |
| Audio | 601th | 2.778⭐ | 20🧑⚖️ |
| Mood | 414th | 3.5⭐ | 20🧑⚖️ |
| Given | 15🗳️ | 21🗨️ |
Travel along the wall to the left towards the two pillars to begin the game proper.
You have to look at the star above, it will be between the two pillars about halfway up when you're stuck in place. If you're not using the eye tracking, just put the 'no eye' icon on the star and wait a bit.
Overall, great experience, wish the effect was a bit lessened, loved exploring everything. The ending was very nice too.
apart from that, it's impressive you could make all that in only 3 days
We're the lights you were having trouble finding the lights on posts or the ones that fall to the ground?
Can you describe what you mean about the effect bring toned down? How would you like it to be different? I'm still working on the effect so any feedback you can give is welcomed.
I'm guessing that there is some Voronoi Diagram involved and some kind of iterative refinement between frames but I can't figure out how you did it exactly. I would love to see the source code.
It's a big difficult to orient yourself at first because the lights are included in the effect, you could maybe render them separately like you do with the stars.

For this game, the 'input texture' is coming from a camera that's in lock step with the main camera and can only see one layer. The only objects in that layer are unlit white spheres that are raycast out into the environment and get placed at the ray hit-point. Everything past that is a total hack of fragment shaders.