A game made in under 48 hours for Ludum Dare 37.
Having to go to work all weekend, I made a short, fun little game to still compete.
Light the candles by touching them.
Good work, the game plays well and the challenges are very engaging.
Great job! The challenge steps up with each level, and it's actually pretty fun.
Really impressive given the time constraints! Reminds me of some of the puzzles in the older legend of zelda games.
I liked how the challenges ramp up each level. That final level was very interesting :). Its a good game! each level was well thought out and the game play was very engaging. The audio was very good too and really set the mood. Well Done!
Good game. Graphics, music and sound were well done and matched the mood of the game. There was a lag sometimes when the player would not respond to key presses, or would continue moving after released, but it was still pretty fun to play.
Really fun game. The blinking level was little hard on the eyes but I managed to beat it. Nice work.
Challenging game with great character controls. The movement was the perfect speed and responsive. The different challenges that were added to each level were fun but the black screen should fade at the start so it's not so jarring. It also felt like I would sometimes die when I didn't touch the spikes. The art looks great and the audio is good except for the spike sounds that get annoying fast. Really solid game that I had a lot of fun playing.
Nice! I was confused when it went back to the beginning though, I wasn't sure if you built in a good ending. Short and sweet.
That was fun! Nice ramping to challenge difficulty. Wasn't sure if I was supposed to play through it a second time or not though... I did not ^_^.
I liked the level design, and it's quite polished, especially given the time constraints. Honestly, I don't really have any complaints/suggestions other than that I wish there was more.
It was good! Though, when the screen began to fade in and out, I was confused and thought the level was restarting.
Nice work. The last level was brutal but the game is engaging enough to be worth completing.
Very enjoyable game, similar idea to what I had but much better implemented, really enjoyed this one! The difficulty was perfect aswell. Well done!
Not bad, the challenge was solid. Stepping it up each level was infuriating but still seemed solvable. Nice overall presentation.
I went through it two or three times juuuust to make sure nothing special happened upon multiple successive completions, haha.
The game was easy to understand, and the growth in difficulty was at a logical pace. Music and graphics are simple, but do a nice job of moodying up the lonely dungeon. I liked the bit of personality in the dialog too. Kept me curious to see what it had to say next!
This may be non-trivial to pull off, but I think it would also be cool if lit candles and the little glowing orb attached to the character emitted a some light when the room went dark. Otherwise, I don't really have any suggestions that weren't already mentioned.
Speaking of the character, I thought it was interesting that you chose a ghost to be the one stuck in this room, as if there's a deeper story behind this! Perhaps this room is where he died, and he's now doomed to haunt this place forever. His face definitely makes me think he's been here for quite a long time already! AHHH how spooky!
Very cool, but when it started blinking it gave me a bit of a headache so I had to stop. Great job increasing the difficulty gradually, though!
I liked it! The movementspeed was nice and the graphics were cute and felt cohesive. The textbreaks were a nice change of pace after each level. I do have some nitpicks though. The darkening of the room was more annoying than anything. You technically did adhere to the theme, but since the transition between the chances in the room were instant, it might as well have been different rooms. If not for the fork pattern on the ground, the average person propably would've guessed that the rooms really were different. I liked the looping nature more than just a blank THE END -screen, but since the dialog after the first room didn't change or didn't fit the 2nd run in the first place, the effect was lessened.