You are the light in a dark cold world.

Your goal: bring light to as much of the world as you can.


Controls

WASD: to move

1: to activate equipped light item

2-3: to get more info on your equipment

E: to drop 

M: for itemized item info in current room (must pickup map in room first)

Clicking or hovering will give you more info or activate certain actions (like confirming position of light-items or confirming position of where to drop item).

Space bar is also often used to confirm certain actions

Q/Esc to cancel actions



Gameplay

A Rogue-like with permadeath.

There  are many items and hidden secrets in each room. As you walk, more are revealed. You can equip different light objects to aid in lighting a dark room.

Each functions differently. You will also find other item types like swords and shields, hearts/hp and other misc items. To use an item press the numbers 1-4 OR press E to drop one. Q/Escape to cancel their use.

But don’t forget that there are also dangers like monsters, traps and bosses. Your goal is to get the key for each room and unlock the door at the end of the hall.

You can also pickup a map for each room which will show you how many items are still to be discovered , and their attributes.

Comments

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(+1)

Great concept! I'd love to see it expanded upon. Here are some thoughts about things you could try: 

You could add a bit of minesweeper logic by making patterns of where things spawn or don't spawn, for example maybe monsters never spawn next to one another and maybe certain gems are always diagonal from something, etc. Or certain items that show how many hazards are adjacent. 

I think you could make the dark a little more dangerous and have it so that each level generates a short starting path that you can following from beacon to beacon that keeps you out of the dark for a while, then you can go back and use some of the logic from the fist suggestion go deeper into the dark. 

You could experiment with walls that block the light (and you). I think that would add some nice level variety. 

Great work, lot's of possibilities! 

Thank you those are some great ideas. I did consider the "rules based" approach to let ppl be able to guess roughly where things might spawn. But I also like the "solid" walls and other ideas :)

(+1)

I like the feel of this a ton! Especially satisfying to figure out how the maps work, and how to use the info/numbers they provide to start making better, smarter (safer) exploration decisions.


And then even more satisfying to backtrack, once stronger and more confident, to find and tackle the earlier wardens and collect their rewards.

It does however leave the feeling that this current version has not much new to say after the 5th floor.


And then it seems to *really* have nothing new to offer after the 11th floor. 

I kept going for a while (through floor 20!) on the strength of those initial discovery feelings,  but I probably would have appreciated a notice that there wouldn't be anything further to discover (or, of course, an ending) well before then.


But I really liked the initial feeling of this. Nice work!

(1 edit)

Thank you for playing and for your notes! I was struggling with balancing since I often make my games too hard but in my head they are too easy. So I focused mostly on the earlier levels. 

I wanted to add a lot more content (weapon types, special pickups and "light" items)  but I wanted to present this early version to see if people would even enjoy it to begin with. 

Again, thank you for your feedback!