Thunderstorm by Paul Nadan
It was a dark and stormy night...
Darkness has fallen, and you must make your way home with only a feeble lantern and the occasional streetlamp to light your path. Every 10 seconds a flash of lightning will briefly illuminate your surroundings, but there is no time to rest; terrible creatures pursue you in the darkness, and horrors lurk around every corner. Can you make it home to safety, or will you perish in the shadows?
Made in 48 hours for Ludum Dare 51. Programmed in Python using the pygame library. Artwork created using paint.net. Music created using MuseScore 3. Some sound effects generated using SFXR.
Controls - Arrow keys or WASD to move - Escape key to toggle fullscreen (recommended) - Enter key to begin
Installation - Download and extract Thunderstorm.zip, then double click game.exe to play.

| Itch.io | https://superduperpacman42.itch.io/thunderstorm |
| Github | https://github.com/superduperpacman42/Thunderstorm |
| Original URL | https://ldjam.com/events/ludum-dare/51/thunderstorm |
Ratings
| Overall | 43th | 4⭐ | 23🧑⚖️ |
| Fun | 95th | 3.714⭐ | 23🧑⚖️ |
| Innovation | 145th | 3.548⭐ | 23🧑⚖️ |
| Theme | 67th | 4.071⭐ | 23🧑⚖️ |
| Graphics | 43th | 4.167⭐ | 23🧑⚖️ |
| Audio | 10th | 4.357⭐ | 23🧑⚖️ |
| Mood | 2th | 4.5⭐ | 23🧑⚖️ |
| Given | 18🗳️ | 16🗨️ |
It did feel like, despite the theme, this game would've been a bit more interesting with a somewhat faster rate of lightning and platforming changes to match that! Regardless fun to play through!
The sprite and animation work were quite good. I especially loved the character design for the creatures, as well as the lamp posts. The variety of monsters was great and made you learn different strategies as you went.
I will say that the ten second timer for the lightning felt a bit slow (not much you can do about that with this theme, of course). It was often not possible to wait until the next flash to see the next area, since the chaser would get you before the lightning flashed. It also might have been nice to have enemy movement and the lightning timer reset to a particular moment on respawn --- there were a couple times with the spiders I spawned at the worst possible time in their movement cycle and don't think it was possible to win from that position.
Audio was really well done for a jam game. The music is frantic and spooky. I particularly liked the bells/chimes in the soundtrack and upon reaching a checkpoint.
I've added the "crawler" from your game to a fan art compilation on [my profile.](https://ldjam.com/users/jeremy-ryan/)
Nice work!
I ended up learning most of the level layouts through trial and error, rather than waiting on the flash to appear, so I tend to agree with other comments about the lighting occurring a little too infrequently. But rather than disregarding the theme altogether, I think it could work if the player can see more of the level, so that it's a matter of memorizing as much of the snapshot as possible. I also think the game would feel a lot more tense if you discouraged trial and error gameplay by having a lives system, but that might also be more frustrating than fun.
I had a lot of fun playing your game and ruminating about the design. Good work!
This is the best "you are allowed to see every 10 seconds" game I've played from this jam {there's been a few of them actually, even another one with thunderstrikes illuminating the world in a brief flash}. The thing that makes it work here is the conflict between wanting to run away from a threat and see where you are going. It's hard to know quite how close the monster is to you, and the path ahead of you is full of instakills. This creates a great dynamic of needing the thunderflashes but not simply waiting for them.
I wouldn't call this game "fun", but that's ok because the main focus is on evoking a feeling and I consider this a great success in that regard.
I love the checkpoints, my favorite part is the troll one
It was pretty frustrating that the enemy respawn cycles weren't consistent. You pretty much always have to go forward upon respawning at a checkpoint {or monster eats you}, but sometimes that means you simply die because you got unlucky with the enemy cycle. This is especially egregious in the spider section.
As others have noted, the lightning strikes are too infrequent, but there's not much you can do about that given the theme. I often stood at a ledge and waited several seconds for zeus to bless my eyes instead of making a leap of faith into the darkness.
Overall in my opinion, the strengths of this game are the enemy/level variety and soundtrack creating a neat horror aesthetic. There are definitely some rough edges but I thought the experience as a whole was fun and very unique.
The monster and I having a friendly chat:

Definitely the most common piece of advice was to increase the amount the player can see, either by increasing the rate of lightning flashes (@william-derksen @jeremy-ryan @deepfreeze @n4tticus) or making the screen bigger (@rashcan @deepfreeze). Balance-wise, my intent going in was that the game should be beatable even without any lightning flashes by repeatedly dying until the level was memorized, and I had hoped that the frequent checkpoints would make that a little less frustrating. I think it is important not to provide too much lighting - I want the player to have to take the occasional blind leap of faith into the darkness, or run into a monster where they aren't expecting one. That said, I think a combination of a slightly higher frequency (maybe 7 seconds?) and a slightly larger/zoomed out screen could make for a more enjoyable experience.
The other common pain point was the non-deterministic enemy behavior, especially for the spider level (@jeremy-ryan @ninjacreeper47). My intent there was to prevent the player from memorizing the enemy patterns, and instead have to see the enemies as they reach the edge of the player's light bubble and react quickly. I think the best solution here might be to keep the non-deterministic behavior but make the light bubble a little bigger and/or the enemies a little slower so it is easier to dodge in time. For what it's worth, the spider level is winnable from either spawn direction, but you need to run towards the spider initially, stop outside its patrol range, and then wait for it to come into view and follow it once it turns around.
The anglerfish-inspired "lamp" generated mixed reactions, but the majority seem to have enjoyed it so I'll consider it a success.
@deepfreeze I agree adding a dedicated jump button would be a good idea, it never hurts to give people more options.
@ninjacreeper47 I think some kind of screenshot is necessary to get people intrigued enough to play the game, but I agree it's a bit of a spoiler and I might try replacing it with a version without any monsters visible as a compromise.
@n4tticus I'm glad to see you and the monster are getting along so well!
Most of all though, I'm super happy about all the positive feedback on the atmosphere/music/visuals! This is my first attempt at a "horror" game, and my main goal was to give it that scary aspect (especially the initial lightning flash). I'm really glad to hear that people liked the effect.
Thanks for playing!