
Lighthouse Mystery
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
The main concept of the game is that you are in a room which door leads to different worlds (small reference to "Howl's Moving Castle"). You can switch door destinations by activating the special machine with a special cube. The machine will charge from charged cube and will switch the door according to cubes colour.
In each world, you will need to charge your cube with the specific colour to proceed to the nex level. The charger must be linked with the emitter via mirrors. Link the mirrors. Charge the cube.
Controls:
=========
WASD/Arrows - Movement
Shift - Run
Space - Jump
LMB - Interact/Take/Place
Hints:
======
- We tried to navigate player with lamps. At least we tried.
- On level 2 (daylight) the key colour for the cube is blue.
- On level 3 (night) the key colour for the cube is yellow.
- If you lose your cube it will appear at the last position on the ground.
Some sort of unresolved issues:
===============================
- Please don't try to fall from moving platforms it may cause saving your position in the air.
- Don't drop your cube in the air it may reset its velocity so it will stuck in antigravity space.
- Web build FPS may drop when a lot of objects presented on the screen.
- The jumping between islands isn't ideal (it may be hard for some of you), we just had not enough time to implement "wind tubes" or "jumping platforms" and tweak the island placement itself.
Authors:
========
Idea, programming, level design, sound design:
Boris Shishov | http://shishov.me/ | [email protected]
Visual design, assets:
Gleb Shishov (my younger brother) | http://twitch.tv/glebshishov
Misc:
=====
- All the source code is open and published on GitHub: https://github.com/bshishov/LudumDare37
- Tbh, the current build is Post-LD build, it contains several gameplay fixes in light rays mechanics and web build optimisation.
- Coding/level-design timelapse: https://youtu.be/gIQnLRz5cu8
- 3D art/texturing timelapse: https://youtu.be/vI2uDtmWRkk
In each world, you will need to charge your cube with the specific colour to proceed to the nex level. The charger must be linked with the emitter via mirrors. Link the mirrors. Charge the cube.
Controls:
=========
WASD/Arrows - Movement
Shift - Run
Space - Jump
LMB - Interact/Take/Place
Hints:
======
- We tried to navigate player with lamps. At least we tried.
- On level 2 (daylight) the key colour for the cube is blue.
- On level 3 (night) the key colour for the cube is yellow.
- If you lose your cube it will appear at the last position on the ground.
Some sort of unresolved issues:
===============================
- Please don't try to fall from moving platforms it may cause saving your position in the air.
- Don't drop your cube in the air it may reset its velocity so it will stuck in antigravity space.
- Web build FPS may drop when a lot of objects presented on the screen.
- The jumping between islands isn't ideal (it may be hard for some of you), we just had not enough time to implement "wind tubes" or "jumping platforms" and tweak the island placement itself.
Authors:
========
Idea, programming, level design, sound design:
Boris Shishov | http://shishov.me/ | [email protected]
Visual design, assets:
Gleb Shishov (my younger brother) | http://twitch.tv/glebshishov
Misc:
=====
- All the source code is open and published on GitHub: https://github.com/bshishov/LudumDare37
- Tbh, the current build is Post-LD build, it contains several gameplay fixes in light rays mechanics and web build optimisation.
- Coding/level-design timelapse: https://youtu.be/gIQnLRz5cu8
- 3D art/texturing timelapse: https://youtu.be/vI2uDtmWRkk