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(+1)

Light activated plants could glow in the dark. Theres already a bit of precedent for it as theres already a few plants that do that are light activated. That way you can see them before you aim your flashlight at them. And this way they can also provide cover for other enemies bc you can't see into the darkness without agroing the glowing ones

(1 edit) (+2)

I like the glow in the dark idea. I'm just worried it'll impact performance.

Still, I'll see if it's feasible. Great suggestion!

(2 edits)

edit: which, i realize, is what you did originally. disregard, i'm an idiot :|

edit 2: might be part of a text-based tutorial, depending on how much story you plan on putting in the game. maybe a note from a character suggesting they don't like the light? might help dense folk like me pick up on the environmental cue on the first encounter

another idea might be to have the first encounter with light sensitive enemies signal it by forcing the player into a combat engagement.

i can picture it now, the first time encountering a light sensitive enemy there's a defective light that flickers on and off, enraging the enemy during the light and allowing it back to rest in the dark.


more like an environmental trap/simple puzzle than an enemy on the first encounter?