Another Night by DataGreed

[raw]
made by DataGreed for Ludum Dare 46 (JAM)

Frame 2.png

Help your friends and family survive the night in the desert. Find wood, feed the bonfire, fight mummies or try to sneak past them and don't get lost. Keep your party alive. Keep the fire alive. Till sunrise.

TIP: use your footprints to keep track of where you going to not get lost

Everything created during the jam, nothing was prepared beforehand.

@SchizoInside - art and animation

@DataGreed - programming and sound design

Frame 3.png Frame 4.png

Bugfixes:

1.0.1 - fixed condition where you could win and loose at the same time if you managed to loose several seconds before the sunrise

1.0.2 - fixed performance issues caused by Unity rendering a lot of shadows out of the camera

1.0.3 - fixed GUI scaling issue (for some reason VerticalLayout and HorizontalLayout group scales differently inside Unity editor and the final build); Also added version for Winows and macOS, plus XBox Gamepad support (X to attack, A+left stick to evade, Y to light a torch, left stick to move, B to skip info screens).

The standalone versions runs much more faster and smoother than WebGL version, especially in fullscreen.

Headphones recommended 🎧

Ratings

Overall 1000th 3.58⭐ 27🧑‍⚖️
Fun 1550th 3.16⭐ 27🧑‍⚖️
Innovation 1743th 3.02⭐ 27🧑‍⚖️
Theme 738th 3.88⭐ 27🧑‍⚖️
Graphics 1210th 3.64⭐ 27🧑‍⚖️
Audio 909th 3.333⭐ 26🧑‍⚖️
Mood 517th 3.78⭐ 27🧑‍⚖️
Given 29🗳️ 22🗨️

Feedback

quichi
21. Apr 2020 · 17:43 UTC
Great game! It's a nice execution of the survival genre :)

I liked the art for the game, all the assets blended quite well together to create a very spooky atmosphere. The music did a great job of making me feel really tense as I was playing!

I also really liked the dynamic lighting that you put in, it makes the game feel very dynamic. I would like to see more interaction between this lighting mechanic and the gameplay though, as I think it is a very big part of your visuals.

I noticed a bit of a frame rate drop whenever I was around the campfire, I'm not sure what could be causing it but that might need some performance tuning. When I left the camp my framerate went back up to normal.

Also, because the background is very repetitive, it's really hard to find your way back to the camp once the player has ventured very far. I would either add a 'compass' system to direct the player back, or add some landmarks so it's not as easy for the player to get lost.

Overall, I had fun playing and it was very intuitive and easy for me to pick up and play. Great work! :)
OldKnivesTale
21. Apr 2020 · 18:23 UTC
Really nice game, love how much atmosphere you're getting across with such a simple art style. I must've been really unlucky because I didn't find a single piece of wood >_<
🎤 DataGreed
21. Apr 2020 · 18:58 UTC
@quichi thanks for such an extended comment!

I've just fixed a major frame drop in version 1.0.2 (live on web, the version should appear on title screen).

We decided to not include compass in a game and let you orient using footprints and sound to make you go around more carefully and notice where you a heading and preserve the feeling of being alone in the dark out there.

Landmarks is really a good idea, hope we had time to implement them :)
Keyo
22. Apr 2020 · 14:39 UTC
Nice game. I know the focus is in the "survivability" of the main character, but I have lost track of the bonfire a lot of times, maybe an arrow pointing to the bonfire would help.
Also, I would love to hear the steps of the monsters too, getting loud or quiet depending of the direction I am moving!
🎤 DataGreed
22. Apr 2020 · 14:43 UTC
@keyo getting lost is the idea. Compass would make things really easy. You have to use your footprints to find your way back and also there is a bonfire sound when you're near the camp :)

The monster steps is a good idea. Now they are just making growling noises once (with 3d sound - gets louder/quiter depending on their position and pans from left to right)
Flaviat
22. Apr 2020 · 14:46 UTC
Good game ! it's very immersive, however I lost my fire hahaha

(we made a game on the same theme :p)
🎤 DataGreed
22. Apr 2020 · 14:47 UTC
@flaviat keep track of it using your footprints ;)
Flaviat
22. Apr 2020 · 14:48 UTC
@datagreed I thought about it too late, I had already gone around in all directions
Aaiko
22. Apr 2020 · 15:06 UTC
really liked the game, the graphics are really cool. great job!
Kirke
22. Apr 2020 · 15:22 UTC
I enjoyed your game, you have great art and your interpretation od LD theme is amusing :)
(I'm sad that mummies wanted me dead, I wanted to play along with them xD)

I like your idea of footprints and possibility of making a torch during wandering.
I lost myself a lot of times and it was fun to find correct way to my bonfire :)
Great entry :)
MuchoBestoStudio
23. Apr 2020 · 10:40 UTC
Nice game with an immersive ambiance through the audio, graphics and the little story at the beginning. Footprints are a good idea to avoid to be lost. Enemies are not annoying because you can spam the evade action 🙃 #tricks.
Like us, we have the same problem, items (wood in your game, axes for us) are a bit difficult to find and can be annoying after some time.
schizoid2k
24. Apr 2020 · 00:55 UTC
Nice game... graphics, effects, and sound really set the mood. First mummy was unexpected :smile:
ben657
24. Apr 2020 · 09:03 UTC
I really enjoyed that, felt very moody and actually had me getting nervous the further out from the fire I got!
congusbongus
30. Apr 2020 · 06:10 UTC
Love the ambient music and overall mood. At first I thought the wood was placed too sparsely but I barely made it on the second attempt so I guess the game is pretty carefully balanced. The footprints and sound effects were core to the gameplay, very cool to see.
Undead Aubergine
01. May 2020 · 14:40 UTC
Really liked the idea! The way the lighting plays with your orientation is quite great, and I really like the subtle way of orientation footprints are. I might even include them in my game, as we both have a pretty similar settings. I realised that the player walks faster when he goes diagonally, this is typically caused by increasing the horizontal and vertical speeds separatedly according to arrow keys. The way to achieve the true diagonal speed is to multiply both vspeed and hspeed by sqrt(2)/2 every time you move diagonally. I also liked the graphics, the non-black strokes to delimit volumes work pretty good!
SodaKing
04. May 2020 · 04:59 UTC
Wow! Very tense. At first I was afraid to go out in the dark. Although once I knew it was some what easy to defeat what I can only assume are mummies, I was much more willing to venture for sticks. It felt very easy to get lost, so to counter this I went out in one direction till' I found a stick, then I went back in the same direction. The game had me hooked, and I was determined to help my party survive. Very fun!
Rhiz
05. May 2020 · 18:25 UTC
The darkness and using your footprints to navigate is a good mechanic. The shadows cast by the cacti looks good.

The enemies have a longer reach than it looks like and there isn't any telegraph for when to dodge. It was kind of a bummer that there wasn't any way to heal.

I think I found an optimal strategy of finding three sticks and then standing at the edge of the firelight where the enemies don't spawn, waiting until the fire is low, then using the sticks to waste as little as possible. Unfortunately, this made the game less exciting and mostly just waiting.
yy404
09. May 2020 · 10:58 UTC
Using footprint is such a brilliant idea! Can't survive but enjoyed game!
🎤 DataGreed
18. Jun 2020 · 14:00 UTC
We've decided to open-source the game. It's now published under MIT License here - https://github.com/DataGreed/LD46

You can explore the code, sprites, animations, sounds and music and use it in your projects – just don't forget to mention us in the credits ;)

Thank you all for playing the game and commenting @quichi @oldknivestale @keyo @flaviat @aaiko @kirke @muchobestostudio @schizoid2k @ben657 @congusbongus @undead-aubergine @sodaking @rhiz @yy404