Assignment 3: Lighthouse

A storm has downed a power line and the lighthouse has no power. Click on objects in the scene to get the lighthouse working again.

clicky

Ideally this would have a more complex puzzle, or else be one in a series of puzzles.

Senior CS major/art minor, games industry hopeful. Art program skills: Photoshop, Illustrator, Paint Tool SAI, Blender, Maya Game engine skills: Unity, various tile editors Programming skills: Java, C, C++, C# (soon), ActionScript with the Flixel game programming library
13 comments
  1. I like the art work for it and it definitely feels quite chaotic with all the rain and storm clouds moving across the screen. It especially is not very complex since you highlight what to click on next. The game also solves itself since just randomly clicking on houses will just solve your problems rather than visually collecting the objects from the screen and doing it more intuitively. Otherwise pretty successful and satisfies the requirements of the assignment. Not as intriguing as it could have been in my opinion though.

  2. This didn’t seem too much like a puzzle because your choices are all highlighted for you, but I assume you would’ve expanded it if you had time. I like the aesthetic you made within the constraints of flash, especially your stylized clouds. One thing to consider is that you would have to pay court fees for removing the antenna.

  3. I like the clouds moving across the screen and the art is really well done. I wish that you hadn’t highlighted anything past maybe the first choice to make it a bit more difficult for the player, but I like the concept of the game. I didn’t quite get why using some objects caused the lighthouse to start working again, though. Are there any ‘bad endings’ possible where you break the lighthouse? That would be cool too.

  4. I think the best thing about this is the playing animations. The clouds were especially well done. I think the highlighting of the houses was a bit too much. I like running my mouse around and wildly clicking on things.

  5. I agree with what has been said thus far. The graphics are great but I think that more time could have been spent on the puzzle aspect of it. It seemed that you only needed one item from your inventory to get the lighthouse working again? Does the key do anything?

  6. It took me an extra playthrough to figure out what I was actually doing, because you can complete the game without any knowledge of the situation just by clicking the highlighted stuff. I think it’d be good to either remove the highlighting altogether, or just have it for the first house or something so jerks like me actually have to think instead of just reacting like a game nerd and clicking whatever looks like it wants to be clicked. Also, really cool aesthetic! The storm was very cool. Although my car only drove all the way to the downed wire once. The other times it stopped just after the house with the jumper cables.

  7. your drawing style is really cool and i like the helpful glowy lights that show you where to next click. everything is well done.

  8. The key starts the car, basically. Originally there was going to be a step between clicking the first house and the car, but I was a bit timecrunched.

    The main reason for the hilighting was that I didn’t think that it was clear what was actually clickable; with a more complex puzzle, there would be more choices, and thus a less clear path. I might have it gradually fade a bit, and not go away so that you don’t just have one obvious clickable thing, but I don’t think I’d get rid of it entirely.

  9. The game works very well as a mood entrainer, it gave me a pretty cool feeling of a rainy night, I was able to imagine the sound of the rain and the lighting and dark purpleish palette set the tone very well. Gameplay wise it was a bit frustrating because as Kyna said, it was a bit hard to figure out what I was supposed to do or why I was doing what I was doing. Regardless, I think the graphic character of this game is very good and I like the power it has to change one’s mood.

  10. So my opinion about the highlights around the objects is that while they definitely help to progress the game, they’re a little out of line with your aesthetic. What if they moved/ jiggled a tiny bit instead when you put your cursor over them?

  11. Yep, I also completed the game without understanding what I was doing. Usually it’s not a good sign 😉

  12. at first i didn’t understand that you were moving to the houses to pick up certain items (keys, antenna, etc). the houses were glowing, so i clicked them; not because they had interesting items/things i needed. i think you direct the player too much in this way. it doesn’t feel satisfying to play.

    good graphics and concept though; a stronger puzzle element/letting the player figure out what to do could be really great. also, there’s a bug where clicking the houses again and again restarts the animations.

  13. You did an amazing job of creating an environment in flash without getting too bogged down in the details. That said, yeah the stuff about puzzle solving. Also lolz at Alex. Court fees.

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