The Seeker by GeorgeBroussard
A primitive man seeks flame in an unforgiving world.
Very simple controls (left, right and jump). Find the flame, then protect it and get it back home. Water and rain will damage the flame. Tar pits and tar balls will increase the flame.
Credits: Code, art and design by George Broussard (solo dev for the Jam).



| Youtube | https://georgebroussard.itch.io/the-seeker |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-seeker |
Ratings
| Overall | 153th | 4.066⭐ | 55🧑⚖️ |
| Fun | 200th | 3.925⭐ | 55🧑⚖️ |
| Innovation | 464th | 3.689⭐ | 55🧑⚖️ |
| Theme | 51th | 4.349⭐ | 55🧑⚖️ |
| Graphics | 507th | 4.113⭐ | 55🧑⚖️ |
| Audio | 212th | 3.962⭐ | 54🧑⚖️ |
| Mood | 144th | 4.151⭐ | 55🧑⚖️ |
| Given | 10🗳️ | 5🗨️ |
The filter on the other hand is really a matter of taste. I get a headache when play too long but i think some people could like it.
Loved the mix between minimal pixel-art with real sounds. Lots of atmosphere going on here!
If anything I would adjust is the ultra easy first areas.
I'll keep following your work (y)
What worked:
- The lack of bgm actually creates mood I think, the sound design is sparse in a way that actually evokes something. I especially liked the sfx when you picked up the torch.
- The game is difficult, that's true, but I think adding any more quality of life things might detract from the game as it stands. A torch "Meter" or anything wouldn't make the game better.
- Art is good.
- The mechanics feel tight and easy to control. Dodging raindrops was actually pretty satisfying.
What could be improved. Bear in mind that these are reaching a bit because this entry is already very polished and so these are basically personal preference:
- There are basically 3 repeating environments: flat, mountain, and cave. I think some background props (Buildings or ruins in the caves or stairs or something) or something to break up the terrain (Larger than the grass) would have made it a more interesting journey. Maybe some parallax? Right now it's a bit of a slog.
- The drip emitters or whatever on the roofs that drop water. It would be cool to have a visual cue as to when its about to drop (Like the drip stays attacked to the roof for a split second before it falls). This is a personal design decision, but I think it would just make dodging them more interesting.
- That effect across the middle of the screen goes between looking good and looking a bit janky. Again probably a preference thing.
>>I honestly don’t know how you did it.
If it's any consolation my upper right arm muscle hurts now from all the clicking for 3 straight days! :)
Thanks for the kind words. A little mood and atmosphere goes a long way.
@mrleeperry,
>> Awesome work, as always George! Once I realized the raindrops were individual things to be avoided, I had a LOT of fun with it.
Thanks. I tried not to load the game down with in game tips and tutorials. I also wanted to go HUD-less. These decisions were due to time as much as aesthetics. I'd hoped that the torch sizzle and smoke would be all the clue people needed that rain = bad ;) I was going to have a little flame icon and + or - when it's stats were affects, that would spawn from the torch. Probably should have done that.
@duzzondrums , thanks for finishing it! It's a big ask with no respawn or continue points.
I liked the idea of an arduous journey so thought climbing the mountain, then descending through it, then across the plains to home conveyed that. With more time I'd have made the moutain taller ;)
I would've liked a mode that had checkpoints just to make it easier to explore the world you created rather than having to restart because of a small mistake.
Overall awesome entry with a lot of polish.
Very well done !
I think the introductory space could be shorter
Trying to reach the next tar pit was distressing and compelling at the same time, and I've felt like I was reaching further away on every run (I still want to keep trying a bit more).
Graphics are nice and I loved the atmospheric sound effects. Controls using an Xbox One gamepad were smooth and precise, jumps felt great!
As for improvement, I think once you've played through the tutorial sequence once it should be optional.
Amazing job! :)
The gameplay felt nice enough, although not extremely innovative. The first steep climb (after a couple of caves with tar) seemed very close, I lost twice on that section (rain RNG?), then just barely got it on the third try.