LiGHTHOLDER by LDJam user 315038
Collect resources during the day, buy upgrades, protect the Lighthouse from the horrors emerging from the sea during the night. Survive for 10 days. Easy, right?
Ah, and the giant Sea Monster will eat parts of your small island every day.
Play the game here! (works in the browser)
Playthrough is about 10-15 minutes.
Created by me in Unity. Most models, particles and sound effects are from the assets I own. I've customized some of them to make them juicer and/or better fit the game's aesthetic.

| Link | https://piotr-wolk.itch.io/lightholder |
| Link | https://piotr-wolk.itch.io/lightholder |
| Original URL | https://ldjam.com/events/ludum-dare/54/lightholder |
Ratings
| Overall | 22th | 4.353⭐ | 70🧑⚖️ |
| Fun | 20th | 4.321⭐ | 69🧑⚖️ |
| Innovation | 250th | 3.75⭐ | 68🧑⚖️ |
| Theme | 531th | 3.692⭐ | 67🧑⚖️ |
| Humor | 544th | 2.943⭐ | 63🧑⚖️ |
| Mood | 162th | 4.03⭐ | 68🧑⚖️ |
| Given | 20🗳️ | 12🗨️ |
The game cycle is superbly designed
seriously, I was very impressed

lovely game !!!!
Feels like a mobile game in the best way possible. Everything was neat and nice, felt maybe a little easy, but also the early game felt difficult enough. I would love to play a larger version of this with a stronger spike in difficulty. At the beginning the limited space theme didn't seem to apply that much until it actually started affecting me cutting off parts of terrain and resources. Fantastic game!
Everything is so much fun! I loved it. Here is my score:


Lovely entry. Well done.

I wish there was some music for the day and night!
And gathering was really smooth, I felt like it was the best thing here.
That said, I fail to see how the fact that the floor is disappearing is supposed to affect anything. It doesn't hinder movement, nor does it noticeably impact the resource generation, so I don't think the mechanic has much of a point as it currently stands, apart from trying to forcibly fit the LD54 theme into the game.
Another thing that wasn't clear is what the bar at the bottom of the screen was supposed to be.
Thanks @grizeldi for pointing out the negatives too! Initially I just wanted to make the game on the small space with resources that respawn after a long delay. But found that to not be enough and I thought of the monster that could eat parts of our islands too, forcing us to strategise more.
But I see your point, it could be improved to impact the gameplay more!
I played the game once, got a score of 4820. It's a solid game! Not much to critique on other than lack of instructions and game balance, so I'll just do that now :)
The game itself is simple enough to understand (collect resources, upgrade lighthouse, destroy baddies) but I would've preferred it if some of the information was presented up front, rather than unlocked through gameplay. I could always just play it again with the new knowledge gained from a previous session, but I feel like this knowledge should've been presented to me already. I'm talking about the upgrade tree showing new upgrades when you unlock one, and maybe even what the big red X does on a tile (even though the impact is minimal in its current state).
As for gameplay, I never really felt threatened. I did get some chip damage in the first two nights due to figuring out the lighthouse mechanic and realizing it's quite slow. Then I learned about and unlocked the slow effect and speed rotation, and from that point onward there was no threat at all. I managed to unlock all upgrades except for one (mining speed iirc) and enemies were just melting away easily with the birb, cannon and thunder.
So I'd love to see some more variety and skill in the lighthouse combat. The mechanic is neat, but too simple to be engaging and threatening. I'd like to see more choices as well, since unlocking (almost) everything means you just have to prioritize a select few upgrades as early picks but after that you can just do whatever you want without having to commit to a certain direction.
As for the resource gathering, it's pretty simple and a bit dull to be honest. Basically my gameplay loop was check which resources I need for an upgrade, then gather the closest resource trying to dual mine, deliver, upgrade, repeat. Not a lot of thought went into it as there was no scarcity. There was only one instance at around night 8 or 9 that I couldn't harvest a resource that I needed, but it showed up again next day so I never really ran out of anything.
All in all, it's a pretty good game! Just a bit too simplistic for me. I enjoyed my playthrough but (like many LD games) the gameplay loop is not interesting enough for me to want to play more of it. I'm not saying it's balanced poorly, but for me it felt too easy to be truly engaging.
If you didn't ask for the "bad" stuff, I'd just comment that it's a great and polished game that looks amazing and the lighthouse with upgrades was a fun way to blast monsters :D
Final words, you should be proud of what you created! It certainly is an impressive game!
- resources seem to be unbalanced towards wood being required too much
- i don't think it's intended that two resources can be mined at the same time if you stay close to both
- if tentacle monsters would devour their items quicker when the day starts, it would help player distinguish those lost resources from ones that should be salvaged from the next wave
I found the regrowing of resources was the most unintuitive part, especially since resources like rocks and minerals don't regrow irl, but I quickly got the hang of that
The destruction of tiles meant that resources actually became more scarce as the game went on, but the movement speed upgrades counteracted this, which made the resource gathering efficiency never rise or fall, which felt unengaging
but yea this was really good and fun!
Harvesting resources and dragging them felt perfect. It was great that you didn't need to drag them all the distance to the lighthouse, it was fun that they went the rest of the way automatically. This made resource gathering fun and rewarding. Really good work.
If you added longer progression this would make an excellent mobile game as the controls feel very friendly for adapting to touch screen. And another would have been to add difficulty levels, for example on hard, the monster eats more and more area to make it very difficult. I played the game twice and both times won, second time easily, so I might have played more if a higher difficulty setting was available. Of course balancing multiple different difficulty levels would be also more work. And, extra difficulty options are not as important as the very well made gameplay loop you already have.
I won on my second attempt:

Zombies wise a nice little look would be if a ghost ship brings them there~
Upgrades were really neat, there's a lot of routes to improve on which is nice and I can imagine so many possible updates about it, using the mouse for some special abilities for some monsters who are weaker to it and so on.
Overall loved it, was a really nice experience with so many options open to it.!

Overall, this is definitely one of my favorite entries on LD, super well done! Can't wait for the postjam version if you ever planning to do so, it just has so much potential.

Well done! Take a candy! :candy:
This is a *professional* quality game. I had 2 runs - the first I died. The 2nd I beat it. But the fact the UI (and UX) is *so* good shows that you knew what you were doing. Professional quality, as mentioned - everything is *easy* to understand - what needs to be done, for which I say congratulations! As UI is not less trivial than anything else.
Game is beautiful, fun (addictive) with great sound and graphics. The only complaint? Not really a complaint, but ones you get the hang of it (a few crucial upgrades) - it becomes easy as others mentioned. That's fine by me, to be honest.

You know what I am thinking? Another element, randomization element - this would make the game even more fun and *less* predictable. Don't know where it shall be put though. **Maybe**.. just an idea - every game has a different set of potential upgrades. **Maybe** these upgrades are randomly picked before the game! And you are made to use only them. Maybe. : )
That's just nit-picking though. Really good game, I enjoyed it a lot.
**The graphics**
- First impression: "it's a farm simulator" when I saw the screenshots, knowing you have to collect resources. The character with his strawhat looked like a farmer rather than a lighthouse guardian, and there is so much vivid green. Maybe have more sea-oriented colours rather than pretty but generic bright colours (it's like the default in toon-shaded 3d, I don't know why). The more subdued colours of the menu seemed more appropriate (albeit with the risk of being too dull).
**The controls**
- First impression: I was disturbed by the mix keyboard-mouse, and disliked how you can do everything with the keyboard but have to select the upgrades with the mouse.
- It would be useful to have a "control instructions" button on the menu, the kind no one really look at, but is reassuring and gives an idea of what keys you will need.
- I first struggle to turn the beam of light on its left since it was indicated "press A or D", but with my not Qwerty keyboard, I had to press Q instead of A. Small detail, but useful to keep in mind.
**The interface**
- The font is not bad, but I feel like it could be better. Maybe because of the constrast with the logo font, more blocky and with more personality.
- Overall, the buttons are fine, but I feel like they may be too boring, like not even so-neutral-you-don't-see-it. Maybe it's the contrast with the more vivid colours of the game. It's better than hard-to-understand or hard-on-the-eyes, though.
- Most of the time, there is the right amount of padding, but it was taken aback by the buttons on the pause menu (too squeezed with the text too big). I also got this impression with the "Continue" button when you win or lose (also, it seems a little bit out of place in this context, being the only element with this yellow background, and there could be better words than "continue").
- First impression in the game: too much things. These elements (day bar, resources amount...) are obvious when you get a hang of it, but at first it's kind of overwhelming. This is when you understand how soothing are these banal obvious screens (an arrow pointing a highlighted interface "this is your healthbar, keep it from reaching 0"). It could seem superfluous and is superfluous for the players 15 seconds later, but this is why "skip" buttons exist.
**The resources**
- I really like how spontaneous the collect was, especially when you were conditionned by Minecraft (and because of it I was expecting tools to be made). Also the way you bring items with you.
- It would be nice to know how many items you can further take (maybe with a "capacity bar").
- I did never use the "drop" option, and it seems superfluous, at least with how the game is right now, since you kind of need all the resources in a limited time. It may be more useful in further releases if these are more inequal.
- Unlike others, I was not bothered by how much wood you have to accumulate. To me, it's normal to have a difference between easy-to-get (wood) and rarer (iron). However, I don't know if stone is meant to be equal or slower to get than wood.
- To know how many time you have to stay, a life bar could be useful (also for the ennemies), or better yet: different images to reflect the state of the tree or stone.
**The upgrades**
- A more detailled description would be helpful, for example with percentages ("you get 50% faster").
- It would also help to know how the "allies" (thunder, seagull, canon) work. At first I was afraid it were a new mechanism to take account of, but was relieved when I discovered they were autonomous (though for futur release it could be interesting to combine autonomous allies and new weapons).
- The fact I don't even notice the particles feedback is a testament of how good they are. Also the sounds.
- It would be nice to have a day-evolution light, so you really feel the night coming.
- The difficulty of the attacls. At first I thought "it's really easy", and then got killed. Monsters really do damage if they reach their destination, but once you are wary of this it is easy.
- I did not immediately understand how red squares mean next destroyed. I thought than the attacks of the sea monster would be rising waters style.
- I didn't feel very threatened by the missing space. Maybe there could be more missing chunks? Or have the missing zone deadly and you have to avoid it?
**Nitpicking**
- In the menu, you can see aliasing between the 3D and the sea
- At the night coming, you are rushing to the lighthouse, thinking being too late will be an immediate Game over. So it is funny how you can always collect resources, and how you can push the zombies.
- Also I placed myself on the zone the sea monster will eat, telling myself it could be a good way to lose (but not expecting it since in the scope of the jam, this is a detail). Fortunately, I was not blocked.
- Not really corresponding to the theme.
Well, very long comment this time. But it was so fun I was not bothered by testing and testing.
I will develop this game post-jam so the things you mentioned will help me a lot <3
Also @aaln, wow thank you for such an extended and well-structured feedback! You have a very good eye for game design & testing - there are so many useful points I wasn't aware of and will help me a ton to improve the game!


Really fun game, I like tower defense games and I liked this one too. Managed to grind my way to repair tool and I saved my team! I might try again now that I know the game and try to get a better score and strategize better.
Lots of potential here to make it a full game. Well done!
