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Neat concept! I like the idea of a creature that exists in the shadows grabbing unsuspecting victims. I did find it difficult to select a place to move on several occasions. Some of the areas are really obvious, but some are hard to distinguish between an overlap of lights or a moveable space. It also took me far too long to realize that this wasn't tile-based. I kept clicking the same start area wondering why I wasn't moving!

Final note, when you complete the game, the mouse cursor is not shown on the replay menu, so there is no way to click the elements.

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I initially was going to do it tile based, but thought it'd be cool if the shadows were coming from actual light sources instead of tiles. If I had more time, I would have adjusted the curves so the valid player movement reflects the visuals (ie the every shadow area in the game is valid. I wanted to get it so the light sources could move, or you can move into the shadow of a moving enemy as a sort of bridge.

You're completely right about the end screen, I wish I had time to just do a polish pass to add in those small little improvements. 

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I had a feeling there was some iteration in there! The mechanic makes sense (and is better than tile based imo) just could use some tightened visual cues maybe. Out of curiosity, how did you code that functionality? Seems very interesting and I'd love to know more!

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In short, iterate through all lights in the scene, check if the location is currently lit. If not then check if the location is within the attenuation radius and cone angle. If it is, perform a line trace in a custom trace channel to check if the light source is obstructed. If it can light up the area, then it breaks the iteration and says that it is an invalid location to travel to. If the loop succeeds without any lights being able to see the location, the player can travel there 

Interesting! Thanks so much for the rundown. Makes perfect sense based on your explanation. Really cool idea/concept.

I also added in some curves so I could control how the angle and distance would be evaluated. In other words, since the visuals and backend didn't match up the curves would allow me to finetune just how close to the lit areas count as valid