Lighthouse Keeper and the Shadow Pirates by cagibi
Pirates want to turn off the only static light in the ocean. Can you keep your lonely home away from them?
This is an arcade-inspired shooter where you control the boat of the lighthouse keeper. Various enemies appear around at random. Keep the light alive for as long as you can!
Controls: - Mouse cursor: move - Left click: shoot - Esc.: pause the game
You can also play with WASD+Space, or even a gamepad, if you don't have a mouse or touchpad.
| Youtube | https://cagibi.itch.io/lighthouse-keeper |
| Youtube | https://github.com/cagibi-dev/lighthouse-keeper |
| Original URL | https://ldjam.com/events/ludum-dare/46/lighthouse-keeper-and-the-shadow-pirates |
Ratings
| Overall | 45th | 4.083⭐ | 44🧑⚖️ |
| Fun | 100th | 3.905⭐ | 44🧑⚖️ |
| Innovation | 393th | 3.452⭐ | 44🧑⚖️ |
| Theme | 189th | 4.024⭐ | 44🧑⚖️ |
| Graphics | 82th | 4.19⭐ | 44🧑⚖️ |
| Audio | 24th | 4.119⭐ | 44🧑⚖️ |
| Humor | 209th | 3.458⭐ | 38🧑⚖️ |
| Mood | 61th | 4.037⭐ | 43🧑⚖️ |
| Given | 21🗳️ | 26🗨️ |
Also, I would reccomend turning down the drums in the music (it's a wee bit loud!)
Amazing art style, the graphics look lovely :smile:
EDIT: it should work now. Thank you again.
- Increased difficulty: the bullet enhancement damages the lighthouse a bit (small enough to make it worthwhile in some cases)
- Gamepad support (still working on that one)
- Also added a small kickback when you shoot, so that you don't have to hurl yourself into enemies while shooting at them.
- Fixed some typo (thanks by the way)
EDIT: game updated
Edit: I edited this post because I came back to look at my feedback comments. I realised I wrote I "would give it a very high rating when the Jam ends" rather than that "I have given this great game a very high rating and am excited to see the results when the Jam ends!" Sorry about that and I hope you weren't confused! All the best!
When it comes to gameplay, I felt that the progression was either slow or lacking. Felt a bit weird to get to the treasure drops only a while in. What if they came sooner?
I found myself using the lighthouse to proper my shots A LOT, even it I didn't have to do so. It felt fun and more interesting than just using the basic attack. Oh and is this mechanic a reference to The Three-Body Problem :slight_smile: ?
At the end I think I used the lighthouse too much such that it broke down by itself. I got a high score of 10k.
Overall pretty damn good for compo!
The lighthouse felt more in the way than it should and no idea what that score meter in the upper left was about.
I loved the artstyle and how the game ended.
I liked the cutscene and its presentation, I'd play a game with a followup of that story :)
The music, graphics, and atmosphere are perfect. For it to be completed in such a short timeframe, i am only able to salute you. Great game
I didnt recieve any score or drops until I was getting overwhelmed towards the end, bug maby?
The game doesnt really get fun until you are forced to use the lighthouse to power up your shots as you start getting overwhelemed, as it is pretty easy to land most shots at maximum fire rate, a hard-limit on your damage output, and there isnt much to do. Once things heat up though, it becomes fun trying to aim while keeping yourself in position.
I just noticed on your video that the bigger pirate ships don't shoot their bullets as intended (they play a sound but there should be a spiky ball coming from them). I'm looking into this bug.
EDIT: I've managed to reproduce the bug on web & desktop platforms. Oh and scoring is broken. Nothing game-breaking really, but this is sad.
EDIT2: it's getting weirder. When I export my game to HTML5 without debug it's broken. With debug it works fine, but the program is heavier (and I can't update the game anyway because of the rules).
EDIT3: I've just learned that I can re-upload my game after the deadline for bug fixing. If I can't fix it properly I'll just re-export with debug enabled.
As for the polished cutscenes, I was playing with Godot's animation system in a previous game jam, so I've been able to put them in practice again.

Movement could be keyboard rather than mouse, felt like I have to move in the direction I'm shooting even if I don't want to.
Nonetheless, one of my favourite entries to be sure :)
Will you be working on a larger 2.0 or a sequel?
To extend the game I could do several levels and bosses, extend the narration, maybe an item shop, etc. I could even put an exploration phase after the defense one.
**https://github.blog/2020-05-15-ludum-dare-46-staff-picks** `<3`

Loving the game so far!