LIGHTDANCER by xk_the_name

Embark on a mystical journey through the enchanted forest as a Lightdancer, an elite archer bound by oath to restore the delicate balance of light and shadow. Wield your Soliflare arrow, a unique weapon infused with the power of both sun and moon, capable of setting ablaze both matter and malevolent spirits.
You are now ready to enter the cursed forest...




| Link | https://xk.itch.io/lightdancer |
| Link | https://xk.itch.io/lightdancer |
| Original URL | https://ldjam.com/events/ludum-dare/54/lightdancer |
Ratings
| Overall | 8th | 4.328⭐ | 235🧑⚖️ |
| Fun | 6th | 4.242⭐ | 235🧑⚖️ |
| Innovation | 44th | 4.043⭐ | 235🧑⚖️ |
| Theme | 96th | 4.026⭐ | 234🧑⚖️ |
| Graphics | 18th | 4.345⭐ | 235🧑⚖️ |
| Audio | 54th | 3.853⭐ | 227🧑⚖️ |
| Mood | 3th | 4.459⭐ | 232🧑⚖️ |
| Given | 24🗳️ | 1🗨️ |
I loved the idea of a single magical arrow you needed to keep track of and retrieve. the encroaching darkness was a great touch and made you want to push forward.
the monsters were cool but when they spawned camped at the bonfire and killed me on revival it quickly became a deadend.
I would love to see this as a larger game, reminds me of Roguelight (https://managore.itch.io/roguelight)
I wouldn't be surprised to see you towards the top of the list for art this Jam, best of luck!
Good job.
However, I feel like the ambush scenes at the bonfire (specifically the third one) were a bit too stacked against you. Maybe the roll mechanic would've made it easier, but I genuinely forgot it was a thing until I read one of the other comments here because after it's introduced, it sort of just fades into the background and doesn't need to be used, unlike the fire arrow mechanic which is essential to progression.
Superb submission!!
It reminds me a lot of Roguelight, which use the same idea : https://managore.itch.io/roguelight
One of my favorite games so far.
The sense of urgency created for the player with the issue of the fire always being about to end, the discreet driving carried out by the trees that can be set on fire, all these things made the game a really unique and memorable experience, congratulations!
One thing on the death part tho: Once you move out of the light it fades into the death screen even though I assumed I still made it out in time and even got back to litten up place. Maybe some animation/vignette creeping in more and more would be great to ease into the game over.
I was pleasantly surprised there was even a checkpoint system and once that I quite liked with those waves you have to defeat.
sooo: great Graphics, great core mechanic, nice atmospheric sound. Overall a really well crafted package, I like it!
Both gameplay and art are superb, you even could fit in a boss battle, nothing is amiss.
For 15 minutes I was playing the start of an indie game, not something crafted in 48h. Hats off to you.
At the very start after i burnt the first tree, i was confused why i couldnt burn the other nearby trees (i only later realised that it was cause they didnt have leaves).
I was quite grateful for the bonfire-respawns :) So even if the enemies were challenging at times, i knew that I would be able to respawn again.
I tried a few times to get a 'perfect' speedrun in (without dying) but didnt quite make it haha! I think this would be interesting to see what speedrun times for this game could indeed be!
I like games that include the tutorial as you go and learn as you play.
Nice submission
Rather impressive how much content you've made in such a short time!
[However I felt the repetitiveness a bit in some moments. Maybe some power progression would keep me engaged to grind a bit :)]
Congrats !!
Still, where issues exist, the rad ambiance makes up for it. Excellent work!
GG
I love the enemy attack animation
I did make it to the final boss, but when I died with just one eye left on my second attempt I felt unmotivated to try again--that's a *me* thing, I just hate boss fights. I obviously see their use as a cathartic challenge, it's simply not for me.
Great entry!

Like some others, by the end of the game I totally forgot you could roll, haha. I guess that one's on me! I just got more practice with rapid-fire bow shots :)
Nice entry!
But, I think the thing I love the most is the tutorial, great job at implementing it in the game and having the Player almost discover the tutorial themselves. Great job.
The game has a very strong atmosphere, which is enhanced by many details such as the red eyes in the darkness and the sound of the bowstring when pulling the bow.
It's a really good game, well done!
Overall, you nailed every single thing of this game, extremely well done for a Compo submission!
It's a great game, has good graphics, nice audio and most importantly, it's fun to play.
- I enjoyed the way the arrows bounced of off the boss, sometimes multiple times, one thing about that is when I was shooting there I sometimes was touching a tree and had the arrow land on it making me a little confused.
- I think the burning enemy corpses could stay alight for a second longer, it was a tad hard to snipe enemies from afar pick the arrow and shoot a tree to have some light. It could also be a distance thing, if you shoot the enemy from afar you get more/longer light, shooting enemy up close means you get your arrow back faster, but it could also be so that the killed enemy light is shorter/smaller.
Overall an excellent entry! 💯
I love the little shake on the bow. Gives really nice feedback to firing.
Really incredible ramp into difficulty as well, and organically teaching the player at the start. The whole thing is so well done. :raised_hands:
I also love the how the red eyes show through in the dark. That was a nice touch.
Wanted to ask for score chasers if you were fine with me playing some gameplay of your game in the background in the waiting period. In the waiting period while a music track is playing itll cycle through gameplay from a bunch of different games in the background
I got to a point where the trail was fading and most of the trees were not flammable and I died in the darkness because I couldn't figure out where to go next.
The movement felt really smooth and nice, and comboing enemies is really satisfying! The spacing of the bonfires also felt just right to me, especially the last one, where you have enough time inbetween bonfires to memorize the layout and get into a groove, but where it's not frustrating or anything!
(And I really didn't expect a boss fight in the end either! Really nice stuff, especially as a compo entry!)
My favorite thing about this is that you can hold mouse click without your arrow and release it the moment you pick the arrow up, instantly shooting it. Made the gameplay really dynamic for me, and the trickshots I was doing this way made it really fun to play
Well done! Take a candy! :candy:
Beautiful game. The only thing I could complain about is that the boss doesn't play well with a 1-ammo quiver; Titan Souls bosses are beautifully designed around this mechanic, but here's it's just a relatively mindless shoot–collect–repeat.
Extra props for the lack of contact damage. There is only one enemy type, but it works really well.
The art is a perfect blend of creepy and readable (though I did get lost quite a bit on the section where the trail ends)
Solid work all around!