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Last Light's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #3055 | 3.074 | 3.074 |
| Narrative | #3329 | 2.704 | 2.704 |
| Creativity | #4029 | 3.370 | 3.370 |
| Enjoyment | #4120 | 3.037 | 3.037 |
| Artwork | #4715 | 3.037 | 3.037 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Two countdowns circles: oxygen you can refill, battery you cannot. Manage both before you run out of either. Optional Hard Mode, with countdowns only giving audiovisual cues instead of circles.
(Optional) Please credit all assets you've used
There is a Credits button at the bottom of the main menu, with a full list of everything that was used, with URLs visible on mouseover, clickable to open in new tabs.
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Comments
The animations are very smooth and generating a different level each time is very impressive for the time given in the jam! I managed to get to the end quite quickly and some how not see collectibles so I wonder if with more dev time, what you might add. Great job none the less!
Thank you for playing! I will try to make collectibles more obvious/more interesting, the next time I work on this.
I see that you added a lot of small details to refine the game, whether that is achievements and collectables, the main menu look, ability enter a seed to retry the same layout and other stuff, which all is great, but I think the main game loop is lacking, I was mostly just swimming up diagonally using any breathing spot I can find, which wasn’t really fun for me, I would have rather preferred a main game loop that was more fun even if it lacked any achievements or polish. But like I said I appreciate the effort spent on the polish, good job!
Hey thank you for the suggestion! I've only really started making games recently. I'll keep the idea in mind about focusing more on the main game loop in the future.
Very interesting take, i managed to do it on the second run, the water getting lighter closer to surface was a nice addition. I liked a lot the claustrophobic effect at the early stage of game, the audio being sparse intensified it. Very impressive that you managed to implement all the achievements for the jam.
Thank you very much! I initially started with a depth indicator, thinking of maybe an arrow. But they felt too handhold-y. So in the end I decided just to add light near the surface. Claustrophobia was very much the original idea, especially if/when you run out of battery lol. Achievements were a last-day deal because I was worried about replayability/keeping player interest.
Thanks for playing!
Well executed idea.
It took me only three tries to escape. I would have like to explore a bit more. It may be hard with procedural generation but you could make it a bit longer and give false hope to the player midway, for example by finding an illuminated place, but it's only the base camp with a broken radio, to reinforce the loneliness feeling?
Thank you for playing! Those are interesting suggestions. I only set out to reinforce the feeling of being lost and claustrophobia, but I have definitely noted down your ideas for when I update this game or build something on top of this.
Edit: One thing that I ran out of time for implementing, was custom map generation. That would allow players to have e.g. more cave wall structures, wider or taller maps, etc.
Creative idea and admire the random generation for the jam!
Thank you very much for playing!
The atmosphere was great really felt the claustrophobia. Very polished overall.
Thank you for playing! That's the feeling I was going for!
Very cool idea. Mechanics are simple but effective.
Did not expect a game in this jam to have Achievements!
I also had a bug where everything was permanently visible, even though I put out the torch.
Overall good job.
Thank you for playing! I like the Steam pop-up style when you get achievements, so I added that in.
Sorry about the visibility issue. I tested it as much as I could, but as a solo dev, I must have missed this.
I know the feeling, bugs show always up when you expect them the least.
I enjoyed the diving! Getting rewarded with achievements for swimming long enough and finding a collectible was a nice touch. Great job! :)
Thank you for playing! I felt the game was a bit too straightforward/simple at the end of day 3, because why wouldn't you just swim straight up? So I added the achievements for exploration, collectibles, etc.
Good work!
I think this is a nice execution of the concept within the timespan of the game jam. While there are some issues with the graphics (namely that the climbing animations don't cling right to the walls) and there isn't much of a narrative, the gameplay works well and the exploration is enjoyable. I only wish there were some other goals involved, especially something that could give the player a reason to risk their oxygen by venturing further into the caves. Additionally, some sort of creature to chase us could make us use the light more.
Thank you! Yeah I did not see the narrative category for rating lol, so I didn't create one. I tried fixing the wall thing, but ran out of time (it was a secondary mechanic I added in when I decided to put in collectibles and achievements for them). I thought of putting in a monster, but then it got too close to the last game I made, and I could not think of a way of making it work within the countdown system. I did tweak things so that every air pocket has limited oxygen.
Thank you very much for playing, and for the detailed feedback!
Very good use of the light torch, you want as much as you don't want to use it
Thank you very much! I wanted to have a heavy tradeoff for that mechanic; glad you liked it! I even built an achievement for people who want to use the light as little as possible!
That is panic inducing, lol.
Fun idea
Thank you! I wanted to make an atmospheric horror game for a bit, and this jam provided a nice theme!
This is legitimately my nightmare. I did not manage to find my way out. :-(
Thank you for playing! I could not find a very good balance on this game since it is procedurally generated, so I had to err on the side of making the game hard, instead of making it trivially easy.
Nice game, enjoyed playing it :)