Deep in Wraithwood Forest
You traveled much too deep into Wraitwood Forest, and now you are cursed. Explore the deepest depths of the forest to find a way to keep the darkness at bay.
To succeed you will need to...
Deep into the forest is not deep enough, you will need to travel not just deep, but deeper and deeper.
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- Wraiths will suck in air where they are going to attack.
- If a wraith starts an attack and dies at the same time it's about to attack sound will play until the next time the player passes out.
- Jam release
To succeed you will need to...
Light Torches
Battle Enemies
Push Runestones
Find Mysterious Structures
All in a Hexagon World!
Deep into the forest is not deep enough, you will need to travel not just deep, but deeper and deeper.
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Controls
- Hexagon Movement - Mouse or WASD + QE or GamepadPro-Tips
- Most items will reset when you pass out in the deep, deeper, or deepest woods.- Wraiths will suck in air where they are going to attack.
Known Bugs
- The game may run slowly when loading in the sound files. This eventually goes away (if it's too bad on your computer, you can leave the game open -- but don't play -- for ~5 minutes, after that it shouldn't stutter).- If a wraith starts an attack and dies at the same time it's about to attack sound will play until the next time the player passes out.
Version History
Apr. 26, 2021 :: *v1.0*- Jam release



Comments30
Congratulations, you did a really nice job!
And I had an idea had while playing to make moving around the map faster would be the wraiths extending the life of your torch as well. Stops the needs to travel back to safe areas.
Thanks for the feedback everyone!
@dzefris
Hexagons are pretty great, this is our second game using them, and first that actually has the player moving around. I don't think I could have pulled it off if it hadn't been for this advent of code problem , and this hexagonal tile math primer.
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@mika314 @whysguy52 @evannex @rhoff95
We didn't know how to do controls for a hexagonal game with tile quantized movement. All the examples I can think of let the player click any tile and then move there (with path finding) over a number of turns. The standard control scheme of up/down and left/right breaks, and using the 6 key layout we ended up with takes some getting used to since it's not at all typical. For most of the development I used a gamepad, but it has it's own problems (6 directions instead of 4 make incorrect input much more likely). Ultimately we ran out of time, so features like hold a key to repeatedly move got cut... I also really wanted the mouse movement to change the cursor into an arrow indicating the current direction it would move the player, but ended up just rotating the player to face the mouse cursor (mouse input isn't tile based, but instead based on the angle of the cursor around the center of the screen).
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@singrid @crychair
You can pickup sticks to extend your torches life, and light camp fires in the wood to create a permanent source of light.
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@hcs-hades @sockpuppetcow
What parts of the game were the most challenging for you? We set out to make more of a survival game and it slowly turned more "puzzley", so there is some questionable design (it basically turned into solve this puzzle in limited moves, with limited visibility, and also you don't know where your objective is). In hindsight it probably would have been better to stick to puzzle _OR_ survival centered mechanics. PS. rune stones cannot be pushed on to stone path tiles, I also put up a 12 minute walkthrough video that I believe covers everything in the game (including secrets) if you are interested in what's deeper in the forest.
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@lumous
The games a bit non-linear (12 obelisks and the can be gotten in several different orders), so I wonder which one did you do last? There are a few fairly fiendish ones I can imagine people struggling with.
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@daveroony
Lag is a big issue with this game, but I think it can be partially mitigated on many computers by giving the game a bit of time to stabilize (and probably download the large sound files). Some assets are unloaded when off screen, and the game should be making use of frustum culling to draw only what is visible. WebGL is so performance critical it would have been nice to have some time to optimize the game.
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@arthur-porto
There was a planned feature to pitch the camera down more when the player was obscured by tall objects (trees, obelisks, ...) this sadly was cut due to time constraints. The sticks' graphics were also randomize with only minutes left for changes, and that sadly had a negative impact on the ease of finding them (they do look a bit better now though ^_^).
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@nyanpierre @matt-swieboda @lb01 @phil-lesnar
Thanks for the kind words, with no dedicated artist we did the best we could graphically, and some things really suffered (the player character doesn't fit in at all, and I wish I could have made more decorative elements).
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PS.
I accidentally (*read: sleep deprived*) opted out of some of the rating categories, it would be awesome if some of you could go back and add the missing ratings, I'm interested to see what the community thinks of our sound and art (it was a real crunch to get it all made).
1 when I die , I want to restart in 1 seconds ,not a long change scene animation
2 I click a ground box , I want to move character to where I click rather than step by step
any way , that is a nice game ,glad you made this :smile:
Sometimes, particularly in the western portion, I found myself stuck in a "the way to win is not to move" situation with the wraiths. I wish there was a "pass" button. It also took me a long time to figure out that I could kill wraiths, and without that knowledge the western forest seemed apparently impossible. The movement seemed a bit sticky too, and using the mouse felt unresponsive. On the web version at least.
Besides all of that, it was a *lot* of fun. I loved exploring around in the darkness and finding campfires. The block pushing mechanic was basic but highly effective here. The only part that I felt the block puzzles got a little out of control were in the eastern water areas, if you died in the middle of some of those or messed up block placement then it was sometimes a pain to set everything back up. The audio seriously enhanced the experience, so really nice job on that! I'm just a sucker for hex tile games as well, so definitely bonus points there (hexagons are bestagons).
Although there were some hitches and issues, some x-factor about the concept and execution hooked me and had me happily playing through the whole thing. You guys made something really cool, I think this is one of the top games I've played this LD.