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The Flashlight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #11 | 3.130 | 3.500 |
Story | #11 | 3.354 | 3.750 |
Creativity | #14 | 3.578 | 4.000 |
Overall | #20 | 2.832 | 3.167 |
Theme | #21 | 3.130 | 3.500 |
Horror | #28 | 1.789 | 2.000 |
Presentation | #31 | 2.012 | 2.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which Theme from the list did you choose to implement in your game?
Killer In The Darkness
How did you choose to implement your chosen Theme in your game?
The lack of light (darkness) makes ghosts hostile to the player, and the player must use their flashlight to purge ghosts of their killer instincts to safely cross the park.
Also used the theme "The Witching Hour" for narrative purposes, telling a story where ghosts come back to earth every night for a single hour.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
No.
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Comments
Great job with this! The flashlight/shaking mechanic was creative and worked well, and it provided for some nice gameplay/enemy possibilities. The timed phases also worked well and the ripple that goes out when you get hit was very cool. I also liked how the boss had multiple phases and the particle effects you put in there. I made it as far as the stage before the boss, but when I ran out of lives and had to start all over it did feel a little disheartening. I came back later, though, and played to the finish. It was fun, nice job!
The most salient area for further development for me was the colliders on walls/platforms: there were a few points where you had to jump quickly up stair-step type walls, and the walls were sticky. This disrupted my jumps when trying to avoid projectiles, and I also got stuck on walls and went off-screen as the screen moved from left to right a few times.
This game was fun, great work!
Thank you so much for playing!
There’s a lot to like about this one! I love that you actually had a tutorial at the beginning and a bit of a story too! And the flashlight mechanic was great! Having the shake it, and as the battery ran down the range of the light reduced! Nice! And the ghosts reminded me somewhat of the old mario game. You know the one! Oh, and the use of musical notes for sounds. That was cool too! And the “survival waves” mechanic was also nice!
I think if the game could have been visually darker, with a darker background for starters, that would have sold the “killer in the dark” a bit more. And the game was a bit difficult, imo. Remember, you’re the worlds best player at your own game! So, reducing the difficulty is best, especially for a jam game where people aren’t going to spend a lot of time mastering it.
Another addition that would have been welcome is save points. When I died, I had to start from the very beginning. That made me give up without seeing the whole game as I want to move onto the next game to play and rate.
Speaking of difficult games, would you give ours a try and tell us what you think! We’d love to hear your feedback! Thanks!
Thank you so much for the feedback. I agree about difficulty, I found balancing the levels to be a challenge as the deadline was approaching (and towards the end I couldn’t tell if they were getting easier from my changes, or if I was just getting “better” from replaying that same level for the 1000th time during development haha. I’m suspecting it was the latter, so future jams I really should find more play testers. ). And yeah, in hindsight I really could’ve toned up the darkness.
Thank you for playing!