Candle in the rain

Candle in the rain

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 3.42
fun: 3.00
innovation: 3.36
theme: 3.98
graphics: 3.33
audio: 3.65
humor: 2.36
mood: 3.98
'Candle in the rain' is a short atmospheric adventure about keeping your candle burning bright.

All standalone versions and source are available on itch.io: https://erkberg.itch.io/candle-in-the-rain**

The tree puzzle is really hard to figure out, so if you're stuck, here's the solution:
https://drive.google.com/file/d/1Vf13UrdQLu87ElG9DZyp8v7P3zasJ2Yx

~ How to play ~
WASD / Arrows to move, mouse to look around and interact.
Keep your candle alive. Use right mouse button to move your hand down.

~ Tools used ~
Unity, Visual Studio, Blender, GIMP, FL Studio (included stage grand), Audacity, jfxr

~ Special thanks to ~
- my (remote) co-jammers and super-buddies Danny and Marius (they unfortunately didn't finish)
- my wonderful testers Mör and Kasi

~ Timelapse ~
https://youtu.be/XlI9GzEs0Qs

~ Post compo version ~
I've worked on smoothing out the rough edges of the game a bit during the week after the jam. The post compo version is up on itch.io and includes the following changes:
- set the cursor to be confined to the games window
- hid the cursor when it was not used
- forgot that I had used a sprite from the internet as a placeholder and replaced it with a sprite created by me
- tree puzzle is solvable from both sides and slightly easier
- fixed a few bugs (rain audio loop, player sometimes looking away from an interaction, end-sequences of point'n'click puzzles buggy)
- some visual improvements (scattered rocks and grass, level border, player walk animation. a little UI polish)
- hammering home the message of the perspective puzzles by adding text at their end

The compo version is still up on itch.io, so it's up to you to decide whether to play and rate based on that version or try out the smoother post compo version and take the changes noted above into account when rating the game. :)

~ A fun little story from during the jam ~
I sculpted all my models in Blender using a constant detail value of 30, which I believe is quite high, but it just allows me more flexibility, I feel (I'm still a total noob, so any advice is appreciated). So I sculpted the tree for the game and Blender started lagging. I checked the faces-count and it was at a whopping 2.3 million. After applying a 0.01 decimate modifier the lag was gone (and the tree also looked slighty better, less smooth), but I had already saved the .blend file before inside my Unity project and therefor inside my repo. And I had commited, but not pushed that file, which was 140mb large. When trying to push, I noticed that GitHub only supports file sizes up until 100mb (which is quite high already I guess). So in the end I also had to reset my repo. And I will never put .blend-files directly into my projects again (.fbx seems smaller anyway and also there was a bug with Unity and .blend-files that prevented multiple animations from being imported). Lesson learned :)

~ Parting words ~
This jam was just great and I'm kinda in love with how the game turned out ^^. Looking forward to playing a ton of games in the upcoming weeks!
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