Lit Up! by Fis

Signal on the Horizon
You wake from your primal slumber and can feel the need to light the ancient beacon. Everything in your peaceful valley depends on you reaching that brazier to warn all other elemental spirits.
What to do?
- You only have limited fuel - at the top left you see how much longer you last
- Collect charcoal to gain additional time
- Don't idle in the rain, your fuel consumption increases there
- Reaching the beacon grants you score depending on your remaining fuel
- Your strongest move: walljump!
Controls
|Input|Effect| |-|-| |A <-> D|Walk left-right| |W/Space|Jump| |S|fall quickly|
Xbox/PS/Nintendo Controllers should work: * with D-Pad and Left Joystick for walking * A on Xbox for Jumping (Other Controllers similar placed buttons)
Screenshots

| Web 1.0.0 | https://flask.games/play/ld59/web/ |
| Windows 1.0.0 | https://flask.games/play/ld59/bin/LitUp-1.0.0.exe |
| macOS 1.0.0 | https://flask.games/play/ld59/bin/LitUp-1.0.0.zip |
| Linux 1.0.0 | https://flask.games/play/ld59/bin/LitUp-1.0.0.x86_64 |
| Android 1.0.0 | https://flask.games/play/ld59/bin/LitUp-1.0.0.apk |
| Original URL | https://ldjam.com/events/ludum-dare/59/lit-up |
Ratings
| Overall | 573th | 3.364⭐ | 35🧑⚖️ |
| Fun | 505th | 3.273⭐ | 35🧑⚖️ |
| Innovation | 821th | 2.348⭐ | 35🧑⚖️ |
| Theme | 792th | 2.515⭐ | 35🧑⚖️ |
| Graphics | 435th | 3.742⭐ | 35🧑⚖️ |
| Humor | 519th | 2.517⭐ | 32🧑⚖️ |
| Mood | 604th | 3.313⭐ | 34🧑⚖️ |
| Given | 19🗳️ | 28🗨️ |
The idea is neat and has interesting potential for expanding on the fuel mechanic, keep going!
Great job!
!> Once I noticed a time bonus behind the cloud I had to check every cloud. Also, the last jump seems strange to me, since I had to scale the wall by wall jumping 3x which seemed unintentional.
Awesome game, great work.
Edit: After rereading the description I noticed the rain lowers your score. With a new route the best I could do is 6290
@mostlikely your best attempt is already incredibly fast - well done! There is one hint I can give regarding the physics implementation:
!> wallriding slows your gravity pull, so starting a wallride while you still have some upward movement allows you to reach some additional height - best noticed when starting a jump exactly while hugging a wall
!> for the last jump: during our testplays it was possible to reduce the quite consistently required 3 successive walljumps to only one, if you touch the wall very early and use the reduced gravity to gain some extra height
!> apart from the coyote time, there is also some input buffering for jumps, so hitting the jump button a little bit earlier might assist you as well
!> the faster fall is actually useful in at least 2 scenarios as far as we can tell for now
I've played this game for way too long lol.
I recorded a video reaching a score of 6873, maybe you'll find some optimizations watching it!
https://www.youtube.com/watch?v=u4-w_e9SN4I
Adding heavy rainy clouds, which destroy you on impact, but have a pattern where they change between raining and not could be an additional gameplay feature.
Being able to jump on the wall like in Super Meat Boy is a mechanic I like, but I couldn't get it properly work in your game. Something is missing for me in the controls here.
Apart from that the controls felt good and I like the aesthetics of the game. Everything is very clear to read. :)
The music moving evolving with the time left is pretty cool anf the music itselt is great too !
I agree with some others that gaining height with multiple wall jumps in a row feels a bit clunky.
!> I noticed to get the 1 jump consistent at the end, you have to face away from the wall and hit jump right before wall sliding, it gives you an extra jump which allows you to get over the wall in 1.
also a friend of mine mentioned "a coalless route" to be interesting - to have different highscore boards with different challenges
thank you for playing the game so much! really appreciated!
Would love to see even more signal/beacon interactions expanded across later levels too, especially with stronger visual cohesion between them. The leaderboard was a nice touch as well. Those highscores genuinely surprised me 😅 I managed around 129 on a first-ish try.
The ambience, visuals, and music tied everything together nicely. A darker/night variation with little beacons lighting up the path ahead could be a really cool direction too, especially for readability and atmosphere. Good job team!
