Dark Pit by Haokai XU 1999
Dark Pit
Wake up in a dark deep pit, you are trying to climb back to the ground.

Don't be panic so soon! You have 2 abilities to help with the situation. * You can stick to the surface and jump from there once, every landing can replenish the ability. * You have a flashlight to dispel the darkness, and the light can pause the falling woods. Wait! It means you can use the falling woods as your stairs.

May the force be with you, the fallen one.
Hope you can climb out the DARK PIT.
(BTW, not good at graphics and music, which might looks poorly)
Ratings
| Overall | 207th | 3.266⭐ | 34🧑⚖️ |
| Fun | 196th | 3.094⭐ | 34🧑⚖️ |
| Innovation | 42th | 3.891⭐ | 34🧑⚖️ |
| Theme | 192th | 3.359⭐ | 34🧑⚖️ |
| Graphics | 239th | 2.953⭐ | 34🧑⚖️ |
| Audio | 217th | 2.641⭐ | 34🧑⚖️ |
| Humor | 143th | 2.75⭐ | 32🧑⚖️ |
| Mood | 199th | 3.177⭐ | 33🧑⚖️ |
| Given | 31🗳️ | 45🗨️ |
This is such a cool game mechanic on display, particularly using the time pause for the sake of platforming is super neat. Very cool concept to build around
I think you executed on it pretty well! I really like how the lighting looks. And the limited single wall cling is a good choice
I think the biggest issue is how dark it is outside the flashlight. It's hard to see things coming, and often it is a surprise when a new beam hits my flashlight. Part of that is there's no feedback when something makes contact. I think a simple sound to indicate "stop" and "start" would go such a long way for the fun and good feeling controls.
Also there were situations where I lost flashlight contact with a beam because the camera moved and I failed to exactly match the mouse movement. It makes me wish the camera would stay still when I'm only doing small movements, especially because the character movement isn't super smooth. It adds difficulty but not in a way that feels challenging.
I can't imagine it's easy to solve in the given timeframe, a good polished camera controller takes time for sure. Even for something simple where it only follows you when you move towards the edge. But it def would have helped in those more precise moments
Kudos for putting together the graphics, I know you say you are not good at that. In this case I think the main issue is just the colors. Generally sticking to 1 or 2 colors is a cheap easy way to get a decent look, and for yours I think it would especially help visually and also to sell the mood / theme.
All in all, really awesome concept and foundation, you nailed everything with the flashlight. I hope you continue to work on it, add responsiveness to the gameplay. It's a solid basis for a game for sure
Thanks very much for the notification!
I also stuck myself in the dead situation lots of times when do the testing. I guess this is the disadvantage of abuse of randomness, I believe the player experience would get better if I can refine the generation rule of the falling woods.
In this current version, if you like the game and want to get higher, I suggest you try to climb from the two sides, using the wall to bypass the fallen which might get you stuck.
It took me some time to get used to it, and the fact that some platform were sloped so I think they only work once was a little confusing. I wonder if starting with horizontal platform was a better way to teach the idea
BTW I think the graphics was kinda cute, especially the background and platforms
The idea of rotated platforms comes from the intention to make the game dynamic. However, now I realise that the generation strategy is not player friendly, introducing lots of cumbersome troubles for player movement. I guess a good solution might be only slightly rotate the platform, and allow the player to jump onto the platform from the bottom.
Thanks very much for your feedbacks!
At the beginning, I thought darkness is significant to enhance the feeling of "deep", which leads to an abuse of it. Now I realise that the darkness brings to much unnecessary trouble, and it might be a good idea to put some lamp on the wall.
Thanks for your comment!
Thanks for your comment, it really helps with my design skill.
正要去玩你的作品,你也加油!
Visual effects are good though.
Thanks very much for your comments, I hope I can refine the game according to your experience one day!
Thanks for your comments, it really helps for me to improve my design skills!
I hope I can refine the game according to you comments one day.
除了用在平台跳跃游戏里,这个机制似乎也可以用在解谜游戏里?期待看到这个创意被玩出花来www
The mechanic of using light to control the falling of bricks is super interesting! I love it—it feels like a gameplay idea with a lot of potential.
Besides being used in platformer games, this mechanic seems like it could work well in puzzle games too? I’m looking forward to seeing all the creative ways this idea could be explored wwwww
正要去玩下你的游戏!
Good job!
Very good suggestion, a clear introduction to the mechanics is lacked in the game, I should have started the game with a short tutorial.
Thanks for your comments!

There is so much waiting for a potential block to appear and when you try to make a leap for it it's almost always just noping out and refusing to jump because I guess the platform was a degree too steep or while midair a bunch of other unwanted platforms rain on me and trap me forcing a total game restart.

I guess having the light cone be more the thing that affects blocks stopping and not just being close to you being enough would help with the traps at least a bit as you could kinda untangle yourself with it. But at least having a restart option other than hard quitting the game would be nice.
Also was very though to estimate whether the angle of a platform was enough to walk on or if it would consume the wall jump. I think like 99% of my deaths were not really my fault due to these. And I think having the wall jump be once per platform instead of once per jump would feel so much better.
It looked pretty nice. The soundscape was a bit barren. Some more sounds and overall more variety would have been a welcome addition. Of course music too.
So yeah, with few kinda minor changes/fixes it would be a very fun score chasing game. Main thing being make the ground detection more reliable for jumping and somehow stop the softlock traps of falling platforms.
Couldn't manage to get higher than this...

Anyways, good job! 👍
I hope maybe I can expand the game into something one day, and thanks again for your elaborate comments, I will look back at it in the future.