April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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All That Are Lost Will Be Found

by R3ason - 48 Hour Compo Entry

----UPDATES----
v1: The post-compo build includes about another 2 hours worth of work, with sound, graphics tweaks, and better controls for Mac users. This is how I wish it had looked when I submitted it!

v2: Based on feedback, I've increased the ambient light from the player's cube, brightened the light burst, increased the duration of the light burst (increased the AI range for the baddies as well to counteract the light bonuses), and changed the light burst key to 'Z', which seems to be more common/acceptable as an action key. Obviously, all of this has been done to the post-compo build, and the compo version is still what I had at the end of the 48hrs. Enjoy!

I would like to develop the game further. Any suggestions (whether or not you vote) would be appreciated! So far, I'm looking at tweaking the lighting, so that you don't have to spam the ctrl key. Also, a few people have suggested changing the main character from just a plain cube. Who would YOU like to see as a main character?

Follow me on twitter @OnePingSoftware for updates on the game!
----

/* ENTRY */

First Ludum Dare. It was a blast!

A simple game in which you must find lost cubes, while avoiding evil cubes. Equipped with only a small light burst (to ward off evil), find as many cubes as you can!

Controls:
Arrows to move
Space to jump
Left Ctrl for light burst

(NOTE: for Mac users, if you run into issues using the Ctrl key + arrow keys, you can alternately use A and D to move, Space to Jump, and Mouse for light burst)


Running into an evil cube will slightly diminish the intensity of your light burst, until you completely run out of light. Collecting lost cubes will brighten your light burst.

/* END ENTRY */

Downloads and Links


Ratings

Coolness100%
#48Mood3.65
#355Innovation3.10
#434Overall2.95
#438Graphics2.87
#534Humor2.04
#548Fun2.61
#722Audio1.38
#804Theme2.15

Comments

True Valhalla says ...
Apr 23, 2012 @ 8:57am

Good mood, I liked the visual style. Play mechanics weren't too bad either. Seemed like a nice prototype overall, good job!

invaderJim says ...
Apr 24, 2012 @ 3:17am

Frightening. In a good way.

paslam says ...
Apr 24, 2012 @ 3:20am

Nice physic, nice concept. It is a scaring game :D

karnakgames says ...
Apr 24, 2012 @ 4:15am

Liked the ambience of it! Is the sound missing or was it my computer?

R3ason says ...
Apr 24, 2012 @ 4:30am

@karnakgames sadly, I was unable to get sound into it in the 48hrs. For the post- 48hr version (which does have sound in it), go here: http://onepingsoftware.com/ld23/post/

runsintowalls says ...
Apr 24, 2012 @ 4:50am

Fun. But I can't die.

bigbadwofl says ...
Apr 24, 2012 @ 5:59am

Congratulations on finishing LD23!

the8donut says ...
Apr 24, 2012 @ 9:15am

I love the game core mechanics. Collisions work great. Good job!

MadGnomeGamer says ...
Apr 25, 2012 @ 12:34am

Cool! Creepy!

I figured out that I could climb walls, but it seemed to be limited to certain places. Or am I just a smutz?

And yes, you can die. I died.

I hope this game gets a medal for 'mood'!

CuberToy says ...
Apr 25, 2012 @ 2:35am

Great stuff here. Cool gameplay, wall wlaking works great. Kinda creepy/scary wich is cool for the mood. Really cool game overall.

robcozzens says ...
Apr 25, 2012 @ 5:05am

Pretty cool. And very difficult.

hamburger says ...
Apr 25, 2012 @ 5:29am

Nice ambience; those monsters are scary. I have to say I always find the darkness mechanic sort of annoying though.

R3ason says ...
Apr 25, 2012 @ 5:31am

@hamburger, thanks for the feedback! I think the game would benefit from multiple levels in which darkness is only one aspect/challenge rather than the mood for the entire game...

Topaz says ...
Apr 26, 2012 @ 2:20am

Creepy! :D

Digitalis says ...
Apr 26, 2012 @ 7:20am

Found it pretty frustrating as I kept falling back to the start, maybe if the light burst was much brighter to reveal more of the level it would be a bit more forgiving. Nice interpretation of the theme though.
Being injured by the bad guys looked great.

Catman says ...
Apr 26, 2012 @ 7:21am

Nice and scary!!! I like the lightning when you hit an enemy! D:!

R3ason says ...
Apr 26, 2012 @ 7:27am

@Digitalis, thanks for the feedback! Yeah, I had to scale way back on how the light worked...the more little cubes you collect, the brighter your light gets, but it's probably not too obvious right there at the beginning...

Lidfrid says ...
Apr 26, 2012 @ 8:32am

Very scary, i like the wall climb!

dukope says ...
Apr 26, 2012 @ 8:39am

Nice moody visuals. Love the wall climbing. Got cornered fairly quickly by the enemies.

Harrk says ...
Apr 26, 2012 @ 9:15am

Nice lighting. I kept purposely hitting the enemies because I liked the effect, thankfully they didn't seem to have any sort of negative effect.

Lacking in sound/music though.

30dogs says ...
Apr 26, 2012 @ 3:49pm

The sound and lighting changes you made in the post-compo build were really good. Even without those the mood was still awesomely creepy and scary. Pretty difficult but I made it to the end and felt sweet relief. Maybe add just a tiny bit of light on the walls when you are wall-climbing like you do with the floor.
Great entry! When all of the red eyes appear that's just awesome.

gregdevice says ...
Apr 26, 2012 @ 5:42pm

Nice work, like the dark mood.

namuol says ...
Apr 27, 2012 @ 3:19am

Red eyes in the dark -- cannot fail to be terrifying.

Always had a thing for rolling cubes. There's something satisfying about how they move.

HeuGamer says ...
Apr 27, 2012 @ 3:22am

I like the mood of the game, I actually got scared for abit :P

Skully says ...
Apr 27, 2012 @ 3:31am

Jesus, going into that game and starting it up, I had no expectation there'd be a slight horror element to it!
Was genuinely fearful of them creatures, spammed the light like there was no tomorrow!
Took me a while before I realised it wasn't completely gravity based: that you could infact roll up walls, which ended up being a cracking mechanic.
Great game, well done

Gremlin says ...
Apr 27, 2012 @ 3:39am

I like how agile the character is: able to run up walls, etc. And those monsters are seriously creepy in the dark, illuminated only by light flashes.

Man is the game dark, though. Really hard time finding my way around.

Interested enough to go play the non-comp version...

AlwaysGeeky says ...
Apr 27, 2012 @ 2:48pm

Well done, I loved the mood in this one!! :D

badlydrawnrod says ...
Apr 27, 2012 @ 9:27pm

Great mood. The enemies are suitably menacing. I particularly like the lighting.

firstrowgames says ...
Apr 27, 2012 @ 11:31pm

pretty unique and moody game!

KhaoTom says ...
Apr 28, 2012 @ 5:01am

Interesting controls in this one. Takes some practice and provides a nice challenge.

Jedi says ...
Apr 28, 2012 @ 7:59am

Excellent mood! The game seems incomplete though, unless I'm missing something. I didn't like that the post-compo actually seemed darker; that's too dark.

Permanent7 says ...
Apr 28, 2012 @ 8:31am

Player movement felt great. Sometimes the inertia carried over when it shouldn't have but that is a problem I've ran into also so I don't blame you. The eyes were a good touch. Nice level design. Fun game here.

R3ason says ...
Apr 28, 2012 @ 8:43am

@Jedi, thanks for the feedback! I really struggle with level design, so I didn't get to add as much content as I would have liked to for the compo. Good point about the post-compo build being darker. It's not supposed to be; I'll fix it tomorrow.

@Permanent7, Yes, that darn inertia! I really need to sit down and figure out how to deal with this...

@all thanks for your feedback so far; it's really encouraging to hear your thoughts! I look forward to applying it towards making the game better in the future!

Evil Cult says ...
Apr 28, 2012 @ 9:36am

[Comments and ratings from this account come from various team members]
Holy crap that scared the hell out of me. Not sure I want to play the version with sound because I could very well soil myself. Cool concept, movement worked well for the most part. Really loved the unique game over sequence and making the game darker when you take damage. This could be really awesome with a bit more work. Going to play the post compo now, hope the sounds aren't as scary as the graphics were the first time.

Evil Cult says ...
Apr 28, 2012 @ 9:44am

[Comments and ratings from this account come from various team members]
Ok so I played the post compo and even though I was expecting it it still scared the crap out of me. A lot.
Anyway, whilst playing again I remembered that I wasn't too keen on the way the light worked. I think the controls were a bit off and it felt like I had to spam the button the whole time. Not sure how to fix this but maybe you could let the player hold the light on for a couple of seconds then wait for it to recharge a bit. Another option could be to have the light pulse automatically.

lurkingshadow says ...
Apr 28, 2012 @ 11:09am

very nice game, like the idea.

dr_soda says ...
Apr 28, 2012 @ 4:20pm

Like most others have already said, this the presentation is fantastic. From the gameplay elements, I think the wall climbing was the most interesting and successful.

What I wished for with the light was that it simply stayed on at all times. Having to constantly spam the Ctrl button just to get around the world was tiring on my hand, and there's no compelling reason to "conserve" your light bursts as they don't diminish unless you hit an enemy and they don't appear to be weapons that ward off the enemies either.

Congragulations on keeping up the pace with a post-compo build!

Apr 28, 2012 @ 7:02pm

Like almost everyone, I liked the mood, the graphics and the mechanics. I just didn't like the fact that I was stuck in a part where there are dozens of red eyes and I can't leave nor die. But I player the compo version, so I guess it's just a temporary bug. Good job!

Diogo

Cyboot says ...
Apr 28, 2012 @ 9:08pm

I really like the dark theme.
Loved the graphics, physics and the whole game :)

Ranoka says ...
Apr 29, 2012 @ 1:35pm

Nice game! I found it hard, wasn't very good at navigating the space. I ended up getting surrounded by those monsters, it was if they were combining into a big demon or something.

Rectifier says ...
Apr 30, 2012 @ 5:51am

It's the revenge of the Boos from Super Mario!

spiral says ...
Apr 30, 2012 @ 4:42pm

coolness!
I like the concept. Scary faces rock.
I had a few issues with controls but they seemed to sort them selves out after a while!

an better main character would be nice! post-ld version? :D

vigrid says ...
Apr 30, 2012 @ 6:59pm

Good mood, it would probably scare the shit out of me if it would have sound :D

Raptor85 says ...
Apr 30, 2012 @ 11:11pm

can't test, doesnt work properly under WINE, most of the graphics don't show.

R3ason says ...
Apr 30, 2012 @ 11:47pm

@spiral, thanks for the feedback! I've been mulling over the direction to go with a post compo version. Any thoughts (you or anyone) as to a better character?

@vigrid thanks! The post compo build has a bit of sound in it for a more fear-inducing effect (actually scared myself...twice while playing the sound version. T'was a little embarrassing!).

@Raptor85, thanks for the heads up! I've not done anything with Unity on Linux before. I'd be interested in seeing how it behaves/doesn't behave, though! What flavor of Linux are you running?

Zythiku says ...
May 1, 2012 @ 3:56am

That was cool! I liked the concept. It was sort of annoying mashing the light button all the time. Maybe easier if you can hold it and it gets dimmer the longer you hold it or something similar.

R3ason says ...
May 1, 2012 @ 5:20am

@Zythiku, thanks for the feedback! I will definitely be changing the lighting system for the next release! I simply ran out of time to adjust it further, and having it last longer would have made the game too easy...

jeffz says ...
May 1, 2012 @ 12:04pm

The silence was deafening.

Raptor85 says ...
May 1, 2012 @ 3:56pm

@Zythiku gentoo, that shouldn't matter though, i'm running latest WINE build so it's all up to date. It's nothing really specific for your game it's a common problem with unity, anything really beyond basic texturing and sound tends to not work, mouse grabbing doesnt work either. (they must be doing it in a non-standard way because the non-unity games that do the same things work just fine in WINE)

R3ason says ...
May 1, 2012 @ 6:40pm

@Raptor85, yeah I figured that would be the case; did some research and it looks like you're right about the behaviour being consistent with Unity games. Hopefully the Unity to Flash capability with help with this in the future...

Shadow says ...
May 2, 2012 @ 2:08am

Kinda creepy. Liked it.

ratboy2713 says ...
May 3, 2012 @ 12:33am

Nice mechanics, though the light burst is a little short, little too much so for jumping puzzles. And in the future, please don't use CTRL or SHIFT for a standard key, StickKeys are really annoying when playing a game.

KevinWorkman says ...
May 3, 2012 @ 1:39am

Interesting concept, although I wasn't sure what my end goal was. Was I fighting the bad guys, or trying to avoid them? Was I trying to go somewhere, or collect all of the little squares? With some polish, this could be a good game. Great start.

R3ason says ...
May 3, 2012 @ 1:48am

@ratboy2713, you mean people still use Sticky Keys? :-P Point well taken. Will remap the keys. Excellent feedback. This is the kind of stuff I like hearing!

@KevinWorkman, thanks for asking! It says in the entry itself on this page (collecting the little cubes), but it doesn't have these instructions in-game. Definitely something that needs to be added to future iterations of the game. Thanks for the valuable feedback!

Thanks again to everyone for your kind and constructive comments! Keep them coming!

mildmojo says ...
May 3, 2012 @ 3:15am

I'm afraid the game was too dark for me. I had a hard time keeping track of the box's movement because I usually had no visual reference. I tried it on a mac, and the first time through the ctrl key worked. Then I fell off the map into infinity. =/

Second playthrough, ctrl stopped working, so I had to use the trackpad, and Apple's trackpads need actual pressure to click, which is pretty awful. So I wasn't really able to spam the light. I eventually got to a place where I couldn't move and was surrounded by evil eyes. I'm guessing that's an end-game state (not a bug), but a little on-screen text would help.

I also tried the post-compo version, and it was still too dark for me. I would've liked the ambient light radius to be at least 2x as large, I think, to get some sense of the environment. I did make it to the ending, but it was mainly through button-mashing.

Wall climbing worked well when I could see where I was. The monsters were great; I love how the monster eyes are tiny and they appear much larger when they hit you. Creepy.

R3ason says ...
May 3, 2012 @ 3:50am

@mildmojo, thanks for the feedback; I really appreciate it! The bad lighting? That's what you get from developing on a monitor where the brightness was unknowingly set way to high... First order of business for the next version will be to revamp the entire lighting system...

R3ason says ...
May 3, 2012 @ 4:12am

Okay everyone, I've uploaded an updated post-compo build! It includes brighter/better range on the light burst, and doubles it's life, and remapped it to the 'Z' key. This should prolong the life of your fingers and keyboard. Also--and to counteract the lighting enhancements--increased the range at which the bad guys will start chasing you. Hopefully these tweaks will make for a better experience as I work towards a (much) improved release in the coming weeks! As always, rate based on the compo version, and then feel free to leave feedback on the compo AND post-compo versions. Thanks all! You've been a wonderful encouragement to me.

caranha says ...
May 3, 2012 @ 1:48pm

Cool platformer, but the physics were a bit wonky -- I was not sure if the cube could double jump, shinobi jump wall against wall, or just scale one wall spiderman style. Sometimes while on air I would press to one side and the cube would move to the other one, huh.

That said, I really liked the "shine light on your enemies to keep them at bay" mechanics, and the ending screen is very satisfying as well.

Good game!

Make A Game says ...
May 5, 2012 @ 5:04pm

This is the first game of the kind I've seen in this competition and I enjoyed it! You made me fear for my blue square - though I think it's a bit too dark even when it's not supposed to me. Still, I liked it!

Pavel Dlouhy says ...
May 5, 2012 @ 5:34pm

It is nice original idea. Very hard to play (for me). I needed to make 2Hz oscillator from my finger to use it for light bursts. ;) Good job!

azurenimbus says ...
May 6, 2012 @ 4:07am

Wow, this was incredible. Very dark in a more than literal way. Good job.

Daniel says ...
May 6, 2012 @ 10:19am

Pretty cool concept!
It would be even more scary if the player could actually die.

Datamosh says ...
May 7, 2012 @ 1:49pm

Mood of this game will be incredibly high, haha. It's seriously great and gameplay is good too.

Keirua says ...
May 7, 2012 @ 10:28pm

Wow. you really managed to scare me :)
Good concept, too bad the physics is a weird hard to play with (but that's not very surprising, physics is really hard to tweak, especially in 2 days...). I guess it also lacks explanation and stuff that would turn your proof of concept into an actual game, but I'm already very happy with what you came up with.

Hume says ...
May 8, 2012 @ 12:16am

Aww, you can climb walls? How was I supposed to know that?

The awesome part of this is mood, of course. It's freaky, and the evil fish silhouette when the red eyes find you is AWESOME. Also the game over screen is great.

On the other hand, I didn't feel like the light did enough. Sometimes it got a little frustrating, like I was trying to find a game with a flashlight.

This is a pretty strong entry for its simplicity. But if you're going to tell the player they can move and jump, you should tell them they can climb. There's no reason to suspect that's possible.

Small criticisms on an excellent submission. Great job. Now I'll go play the post compo version and remember that I can walk on walls.

R3ason says ...
May 8, 2012 @ 3:08am

@Hume, thanks for the good comments! Funny thing is that the wall walking is/was not supposed to be in there...however, everyone seems to like that feature so far sooo... :) Lighting will definitely be reworked in the next version!

DoktorAce says ...
May 9, 2012 @ 10:33am

Very hard to play since ctrl+arrow keys switches desktops in mac os :/

gavin5564 says ...
May 11, 2012 @ 10:14pm

Great game and fantastic graphics. Freaked me out when I first meat a evil cube. Awesome job!

Terra says ...
May 13, 2012 @ 4:27am

I loved those monsters! You've got a really cool atmosphere going with this game.

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