
Beacons
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Headphones recommended!
If the HTML version is not working, you can play it here: https://lastanglestudio.itch.io/beacons
Make your way around the haunted maze while looking out for a signal from one of the beacons you have to collect. Evade the enemies lurking around the corners, luckily they quickly give up the chase when they loose sight of you!
Collect all beacons to open the exit, and escape the maze!
Controls:
Wasd/arrow keys to move
Mouse to aim flashlight/look ahead if you move it further away.
~About the making of~
It's been a while since I've done a gamejam (or any gamedev/programming really), it was nice to get back at it!
Originally I wanted to have each beacon give the player a specific skill or weapon, and have different types of enemies, that you could only defeat with the maching skill or weapon. But I ran out of time, and kinda liked shaking off the enemies, so I went with that.
I also was considering making different levels with different maze sizes, but since the maze is procedurally generated it's already different enough each playthrough. Because the generation is random (and knocks out some random extra walls to create some loops you can use to shake off the enemies) the difficulty can also vary quite a bit. It's not ideal, but in this timeframe i couldn't come up with a good solution for this.
If the HTML version is not working, you can play it here: https://lastanglestudio.itch.io/beacons
Make your way around the haunted maze while looking out for a signal from one of the beacons you have to collect. Evade the enemies lurking around the corners, luckily they quickly give up the chase when they loose sight of you!
Collect all beacons to open the exit, and escape the maze!
Controls:
Wasd/arrow keys to move
Mouse to aim flashlight/look ahead if you move it further away.
~About the making of~
It's been a while since I've done a gamejam (or any gamedev/programming really), it was nice to get back at it!
Originally I wanted to have each beacon give the player a specific skill or weapon, and have different types of enemies, that you could only defeat with the maching skill or weapon. But I ran out of time, and kinda liked shaking off the enemies, so I went with that.
I also was considering making different levels with different maze sizes, but since the maze is procedurally generated it's already different enough each playthrough. Because the generation is random (and knocks out some random extra walls to create some loops you can use to shake off the enemies) the difficulty can also vary quite a bit. It's not ideal, but in this timeframe i couldn't come up with a good solution for this.