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Really enjoyed this! I definitely missed the F control when I first read over the controls, and then was like "hmm what do I do with these empty torches? I could really use a torch here when I run back through". Oops. Should have paid more attention! Great game though I like the tense chase feeling. Really reminds me of Pacman (as intended) and the chase sequences in Celeste. I think there is a good balance with the pursuer type enemy. You start to figure out the patterns of the regular enemies to back track your way through and then boom the chase starts and you lose your wits and just run! I like it.

Thanks for giving it a go! I really wanted to do so much more with this and it had actually been a different project before I stripped it all back. It took me an embarrassingly long time to get this done and I really just wanted to start working on something new. I think I was a tad jaded with it when I finally finished it but as I've looked back over it, I do have a certain amount of pride with this little game.

On a side note, you've just reminded me that I really need to get on playing Celeste. That's been in my "I should really play this game" list for a long while now...

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Good use of the asset! And fun game!

Thank you! Glad you enjoyed it! :)

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This is a fun little game and a nice concept.

It took me a little while to realize I have to keep pressing E to syphon light, rather than hold it down though. It would be nice to see some effect for the light moving into the player, and the opposite when lighting a torch etc.

Despite the simple pixel graphics, I found myself quite spooked by the flying thing near the end of the first level.

Thanks! I definitely liked the idea but it could have been a lot better realized. I think the simplicity of the game paired with my own inexperience made it hard to think how to use the gameplay mechanic in interesting encounters.

And yeah, I tried to imply in the beginning text that you could siphon more than just the one time, but I figured it might still be a problem. I wanted to have the key hold down instead of constantly pressing but I couldn't figure out how to do that with Unity's new input system. I suppose I could have just used the old GetButtonDown function.

Having better feedback to let the player know is definitely a good idea though. I hadn't thought of that. Although, I don't plan on doing anything else with this game. I felt I spent way too much time on it and I definitely would like to move on.

Thanks for playing it and giving me some feedback! Oh, and Happy New Year, GigaElk!

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Happy New Year!