The Light Child by hulien22
So this was my first foray into game jams and LD, and I have to say it was an absolute blast! It's been quite a while since I've last developed any games, so it's fun to be getting back into it.
My game is called "The Light Child". The main goal of the game is to keep the small fire creature alive (by feeding it wood and protecting it from enemies), all the while also collecting four orbs so that you can rid the world of the darkness it finds itself in. The game is definitely on the harder side, but if you're up for a challenge, then this game is for you!
Controls: - Move with arrow keys - Pickup/drop items with space bar - 'z' to attack with the axe (direction is determined by which way you're moving), or to feed the fire child wood pieces - esc to pause
The game was made using Godot and all art was made in Aseprite (both of which I only starting learning on Friday :sweat_smile:). Unfortunately, I didn't get around to adding any music :(
I look forwards to participating in future Ludum Dares, and hope you all have fun playing my game!





| Youtube | https://github.com/hulien22/ldjam46 |
| Youtube | https://hulien22.itch.io/ldjam46 |
| Youtube | https://hulien22.itch.io/ldjam46 |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-light-child |
Ratings
| Overall | 850th | 3.031⭐ | 34🧑⚖️ |
| Fun | 895th | 2.758⭐ | 35🧑⚖️ |
| Innovation | 620th | 3.167⭐ | 35🧑⚖️ |
| Theme | 709th | 3.47⭐ | 35🧑⚖️ |
| Graphics | 889th | 2.797⭐ | 34🧑⚖️ |
| Humor | 765th | 2.19⭐ | 31🧑⚖️ |
| Mood | 681th | 3⭐ | 34🧑⚖️ |
| Given | 61🗳️ | 15🗨️ |
* I can't say I got far cause at first I was just feeding the flame and not getting the orbs but that's a fault on my part. I think it's mostly because of the thought, like other games that uses games, thinking the fire slowly dies. Considering the enemies, I am glad that is not the case.
* The difficulty actually only starts once the enemies spawn in. Otherwise, you're just a lost chicken looking for orbs at first.
* Knowing the difficulty later on, I think the ability to hold two things will be extremely helpful especially later on with 4 orbs. (To balance it out, you can interact with two items held)
* I didn't know you can use the sticks as barriers! That's handy but not obvious until you got defeated the first time.
* At the same time, you can easily lose your axe.. which makes the game impossible to complete, especially if the flames are now and you are carrying something that is not the axe or the child.
* I was not expecting to move the child and thought I was only constrained to the map at first. More tedious than intended maybe?
* With the limited visibility, more landmarks are always nice!
* As for usability Z and Space don't feel too well. WASD + Mouse Buttons can work better or Arrows + ZX (XC to consider QWERTZ keyboards) will work just as well too.
This game holds potential and it's a very neat entry. This is extremely good as your first entry! Congratulations and I hope to see you do compo again in the future!
Good job!
Overall, great job, very impressive for a first compo entry!
My thoughts while playing:
1. Initially - Was pretty put off by the tedium of having to run a bit, drop the flame, go back and get the axe and keep leap frogging. I also didnt like the fact that the axe and logs had colliders - got slightly stuck a few times between axe and logs (although generally picking something up freed you).
2. Once I grabbed the first orb and enemies came I actually liked the juggling of flame and orb.
3. When running around I was a bit put off about no orientation mechanisms (map, landmark etc) as I lost the axe at least once.
4. Once I got a few orbs I worked out the general layout and the lack of orientation support really didnt matter.
5. By the time I picked up the third orb I had one placed and one close to the middle. This is the stage it got a bit tedious as it became a matter of kiting the enemy horde far enough away I could loop back and do a quick juggle to make progress.
6. Despite that... I wanted to finish it so stuck with it till the end.
7. Got worried I had messed something up as I put the flame back on the altar but the enemies came all the way up to him.
So summary:
Firstly I would say make the ending more impactful! The player deserves it!
I am not sure on collision with the axe etc. It felt bad when I got stuck (especially during a quick refuel with enemies coming) but it also had the side (unintended?) benefit of me being able to harvest in the dark - drop the axe at the base of a tree, move the light as far away as possible this was during initial exploration) then run back through the darkness until your movement is blocked then pick up and start swinging.
The enemy eyes in the darkness was perfect. Great for mood and allowed you to manage time better as well (as you can see them coming).
The horde of enemies at the end lagged a bit (webplayer) but also more enemies didnt really serve much more of a purpose after you group them all up. A bit more random movement (eg. if player is out of range some will wander) might help with unpredictability
I quite liked the art, enemies seemed a bit off but the rest had quite a nice little aesthetic going.
Feeding the fire effect was very satisfying.
Nice work eh. I am not sure how far that mechanic could be stretched (ie in a longer game) but it makes for a great little game here. The basic idea could be expanded with some additional mechanics (eg. enemy types, ways to deal with enemies, leaving embers for points of interest etc possibly) to extend the gameplay and possibly even be put up as a cheap short game for sale.
really cute

I just miss some sound effects like a random animal sound in the background
You say that the game is "on the harder side" and "a challenge". Quite frankly I think that the game is more tedious than it is challenging. While having the player juggle between items is a nice and unique mechanic to have, making them haul the axe as an individual item to juggle is a step too far. I think my enjoyment of the game would've improved immensely if I simply had to drop the light in order to use the axe - it certainly would've at least made those first few minutes without enemies a lot more bearable. I also think there should've been some sort of navigation to help point me towards the orb and towards "home base", especially with such a large world consisting of such a repetitive terrain.
The game became much more entertaining towards the end when enemies started really pouring in. The graphic style looked nice and was consistent, and the enemy eyes lighting up in the darkness was a great touch (especially for gameplay's sake). It's a shame that there was no background music, it could've done wonders for the mood.
I also actually enjoyed the ending, I thought it was sufficiently satisfying. I was expecting a basic "congratz you win" screen just because of all the other jam games I've played thus far but was pleasantly surprised.