
Nighty Night, Nosferatu
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
*Nighty Night, Nosferatu* is an action platformer where you must survive each bitter sunrise. Lurk in the shadows to delay your inevitable doom.
Controls:
* Arrow keys, WASD, gamepad, anything you like.
* Z, space, etc to jump. For my Dvorak friends, semicolon works too.
* That's it! Dodge that sun.
* If you find any level too difficult, or you just want to skip around, I left the `n` and `p` debug keys enabled.
The dynamic shadows used in this game really tax some computers. I put in some reactive performance adjustments, so if you wait in-game for a minute, it should improve at least a little. Try using other browsers, I had some surprising results. If the game is still unplayably slow, I'm really sorry :(

How it was made:
* 1500 lines of JavaScript using Phaser and illuminated.js.
* 18 pieces of art made in Aseprite with @adamcyounis's palette.
* 10 sound effects made in ChipTone.
* 4 songs made in Abundant.
* 119 todos checked off in OmniFocus.
* 32 hours streamed to Twitch (the vods are 85 gb)
* 350,830 keystrokes (since I use vim the most common was j, followed by → and ←)
* 11,339 screenshots (41 gb) for the time lapse.
* Longest time waste: integrating Illuminated into Phaser, but I stuck with it because it was table stakes for this concept.
* New personal best: made my first run cycle spritesheet that I didn't immediately hate.
* Biggest regret: the performance of the shadows is out of my control but I worry it might make the game unplayable for some.
* 30/48 hours of dev time: 14.5hr on coding, 9.5hr on design, 4.5hr on art, 1hr on sound, .5hr on music, and 18 hours of rest. Here's what my weekend looked like (each box is one minute):
🧛🏻 Play now in your browser! 🧛🏻
Controls:
* Arrow keys, WASD, gamepad, anything you like.
* Z, space, etc to jump. For my Dvorak friends, semicolon works too.
* That's it! Dodge that sun.
* If you find any level too difficult, or you just want to skip around, I left the `n` and `p` debug keys enabled.
The dynamic shadows used in this game really tax some computers. I put in some reactive performance adjustments, so if you wait in-game for a minute, it should improve at least a little. Try using other browsers, I had some surprising results. If the game is still unplayably slow, I'm really sorry :(

How it was made:
* 1500 lines of JavaScript using Phaser and illuminated.js.
* 18 pieces of art made in Aseprite with @adamcyounis's palette.
* 10 sound effects made in ChipTone.
* 4 songs made in Abundant.
* 119 todos checked off in OmniFocus.
* 32 hours streamed to Twitch (the vods are 85 gb)
* 350,830 keystrokes (since I use vim the most common was j, followed by → and ←)
* 11,339 screenshots (41 gb) for the time lapse.
* Longest time waste: integrating Illuminated into Phaser, but I stuck with it because it was table stakes for this concept.
* New personal best: made my first run cycle spritesheet that I didn't immediately hate.
* Biggest regret: the performance of the shadows is out of my control but I worry it might make the game unplayable for some.
* 30/48 hours of dev time: 14.5hr on coding, 9.5hr on design, 4.5hr on art, 1hr on sound, .5hr on music, and 18 hours of rest. Here's what my weekend looked like (each box is one minute):