LightQuest by Tempii
This is my first try on a compo game and for me it was mainly about scope, since I had not a lot of time during the 48 hours. So it came out to be a very little and short game, I'm proud I finished something though.
Controll the character with the arrow keys, or wasd and jump with space. Character movement is also possible with a gamepad (only tested with my xbox one gamepad), pausing and menu navigation only with the keyboard though.
If you own a gamepad I encourage you to use it for the ingame controlls for more precise movement.
I have a lot of ideas, how to add to this project and am looking forward to your feedback :)
| Link | https://github.com/Tempii/LightQuest |
| Link | https://t3mpii.itch.io/lightquest |
| Link | https://t3mpii.itch.io/lightquest |
| Original URL | https://ldjam.com/events/ludum-dare/50/lightquest |
Ratings
| Overall | 589th | 2.711⭐ | 21🧑⚖️ |
| Fun | 593th | 2.421⭐ | 21🧑⚖️ |
| Innovation | 594th | 2.289⭐ | 21🧑⚖️ |
| Theme | 530th | 3.028⭐ | 20🧑⚖️ |
| Graphics | 570th | 2.553⭐ | 21🧑⚖️ |
| Humor | 466th | 1.912⭐ | 19🧑⚖️ |
| Mood | 575th | 2.25⭐ | 18🧑⚖️ |
| Given | 42🗳️ | 3🗨️ |
Itcho page offline.
I'll download the executable for windows when I get home from work.
Edit: The link is working now!
Nice job getting the core game loop down in just 48 hours. I found the skill floor to be above my abilities, unfortunately. I was able to reliably get the first "optional" clock, but the second "optional" one was too much. The third clock (the first "mandatory" one) over the valley was too difficult, and I gave up after that.
Also, I never understood how to use the sword - a quick in-game tutorial would go a long way. I really like "words floating in the background" for sidescrollers like this.
Thanks to everyone for informing me. I've set up the itch page last night but left it as draft and did not publish..
Should bei public now.
(-) I can't get fun from base rule
make persistent efforts!
I also realised that right before publishing. I made the mistake to playtest mainly with my gamepad with joystick which feels way better imho with this controller.
Will definitly work on the play and feel with keyboard if I keep working on this

Yeah, the controls were not great. Probably better on pad though. Super hard to try to control the jumps/landings with that much acceleration.
Would desperately need a restart button. As failing some jumps will make you fail and just forces to wait until the time runs out before you can try again.
The first floating rocks time pickup was a bit hit or miss. Even a single failed try for it will end up spending more time than you get from it. Dunno if it's required though as I did grab it on my successful run and was quite close to running out of time in the end. Or maybe there are more hidden time pickups that I didn't find.
A better idea might have been to have those time pickups permanently disappear on collection and then increase the time you get at the start. Would have made collecting them in difficult spots be more of a thing you could do and end up feeling more rewarding.
The animations were very subtle. Could easily have gone bigger with em. And those story moments like finding the sword or hidden cave etc could have paused the timer (and lock movement maybe) to allow the player to actually read em without completely ruining the run.
But yeah, neat little game. Tough (due to controls) but quite fair and it was short too which allows for more difficulty in my opinion. Good job! :thumbsup:
Lacks sound :< And as mentioned in the other comments the controls aren't good. It's getting frustrating really fast as you have to start from the beginning every time and don't really know where you are going and what you are supposed to do (apart of just trying to get further and further ahead.
Not much I can really add that @antti-haavikko hasn't articulated better.