Ludum Dare 30 — August 22nd-25th, 2014 — Theme: Connected Worlds

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Connected Worlds: Filllight

by FurtherForm - 48 Hour Compo Entry

Wander before the storm hits the worlds and ignite the lights along paths.
Getting prepared and fully enlightened is a challenging task.

First gamejam entry ever.
Tiny refined and atmospheric pathfinder.
Controls: WASD

Downloads and Links




DrHahn says ...
Aug 25, 2014 @ 12:54pm

I actually REALLY love the art on this. Like you really pushed it, and it looks amazing. The controls are way too glide-y for me though.

jrun says ...
Aug 25, 2014 @ 12:56pm

The atmosphere created by lights, sfx and music is nice

Natman says ...
Aug 26, 2014 @ 12:47am

Basically I have to agree with DrHahn here. Your game really shines on the aesthetics, but the gameplay could use some work.

The central puzzle (to light all the pillars) would be so much easier if the worlds weren't too large to see all at once.

The graphics also make it look like the ball would fall off instead of hitting into the edges like walls. Maybe the game would be more fun if it was about avoiding the edges? Just a thought.

FurtherForm says ...
Aug 26, 2014 @ 9:05am

Thanks to each one of you for the insightful comments. Unity particle tools made the on atmosphere possible. I agree on controls and seeing too little at once. Instead of adding the borders on the road, better approach would be to change the player from ball to a character, that would explain the ability to stay on the paths. Adjustments here and there and an extra world would make for a decent update.

Skyfish says ...
Aug 26, 2014 @ 4:09pm

I can't get past the blue screen with the black shapes on it, wasd moves the shapes around but I can't find a game in here.

Aug 26, 2014 @ 4:12pm

As the others, I liked the atmosphere, but for it to be an interesting game, it probably needs some more interesting puzzle than just lighting all the lightposts, or at least some interesting twists to the concept (something that uses the "connected worlds" part more, perhaps?). The two worlds were different, but still similar in tone, which was super cool.

FurtherForm says ...
Aug 26, 2014 @ 4:23pm

Skyfish: are you certain you're talking about the same game? There shouldn't be such screen. Maybe it is bugging on some platform, huh :/
ZeppelinCaptain. Thanks for the good feedback, something more would make it more interesting. The idea behind the (more completed) puzzle would have been that to find the route for lighting all the lights, one has to teleport around the worlds different worlds as one single world would be impossible to light up on it's own. Works so and so, I'm not certain it is possible to finish the game with current design without the benefits occasionally buggy triggers. There is one light that is intended to be lighted up as the last one, as you it is placed to the only dead end in the game.

jomomomo says ...
Aug 26, 2014 @ 5:38pm

Pretty cool, though the controls aren't as tight as I'd like...

puppetmaster says ...
Aug 26, 2014 @ 5:40pm

-controls (stop when touching)
-light of ball

parahunter says ...
Aug 26, 2014 @ 8:14pm

I'll echo what others have said. Amazing art, not so amazing controls. It feels like there's too much friction on the player and that it takes too long to reach your top speed. In general too much momentum.

anssipe says ...
Aug 28, 2014 @ 6:28pm

Nice graphics and mood here. Rolling ball is not probably the best solution for this kind of game as a character.

Nooner Bear says ...
Aug 29, 2014 @ 5:57pm

The controls were really odd, but after a while I was able to orient myself. The setting looked great though.

Brassawiking says ...
Aug 31, 2014 @ 10:43am

The aesthetics are really good. I like how handle it all very abstract.

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