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Lampyrinth

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Use mouse, WASD or arrow keys to navigate, solve puzzles and look for hidden treasures as you get deeper into the maze. Thankfully, there are no enemies and there are many trophies to collect (Apple for getting all the visible food in a level, Orange for also getting all hidden food, and the Diamond of each level). Press "Esc" to return to the Menu, or "]" to skip levels.


A lot of work went into this game and I hope you can enjoy it. Unfortunately, the source files got lost as it was about to get finished. These are the issues that I wish I could fix:

  • Once you reach level 20 you win, but no actual ending is shown.
  • The fps is always on display.
  • I wish the game had better music (but it turns off from the options).
  • It works with Newgrounds Player but not Ruffle.
  • The in-game trophies do work, but the game doesn't save your progress (it used to work at some point). Once you close the game, your progress is gone... and that's why I mention how to skip levels.


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its a fun one
lots more levels than I thought!
sorry to hear that you lost the source files :(
maybe you can decompile with FFDEC jpexs?

The production value and top-down puzzle mechanics remind me of some of the old school Miniclip games (Acno's Energizer comes to mind.) The light effects are the standout feature and look absolutely fantastic, but the graphics themselves are no slouch either. The walking animations look great and the lerping on the menu UI is unusually smooth.

Mechanically the game is simple, but made more difficult by the darkness mechanic. Early on the game is actually pretty linear. Sure there's a decent amount of backtracking, but there are only so many places to go, so even without seeing the entire level you can intuit where to go next.

Later on, the darkness becomes more of a nuisance than a mechanic that encourages problem solving. Sure, the player knows that the green/red floor switches toggle floor grates and the pull levers toggle the walls, but once the darkness makes distant obstacles impossible to see, the player never truly knows the consequences of pulling a lever, especially since even if they can see a grate or wall moving, it's always possible that a different one is also moving somewhere else. The result is that there's a ton of trial and error, which is made all the more tedious by the player's slow movement speed (it's not actually that slow, but when you have to traverse the level 5+ times it becomes really noticeable.) I'm not sure exactly what the big O complexity of these levels is but it feels like it's at least polynomial complexity. Perhaps if there was some message that said "N platforms moved" or visualize little sound waves coming from everywhere that walls moved it would make it easier for the player to understand the consequences of their actions and plan accordingly.

Simple, and straight to the point. At first I thought the lantern was useless, as I could see just fine, but each level gradually got darker, great touch. all the issues I have witht the game are actuallly all addressed already, and I enjoyed what I played

Hey I found the bonus level in level 10! Interestingly, that made the game put 10 seconds as my best time for level 11. I assume it was supposed to count as one of the three bonus levels at the bottom of the trophy screen.

What the heck are the apple and orange trophies? If they're about getting all the food, wouldn't that just be one trophy?

Veinom responds:

I'm glad you asked. The Apple icon in the Trophy Room, lights up when you gather all the visible food. The Orange icon lights up when you have also have gathered the secret food in a level, and there's always a hidden diamond (except from level 0). There's a lot to discover and also yes, there are 3 hidden bonus levels.

While it does have a certain nostalgic old-school Flash appeal to its visuals and gameplay, I found this pretty underwhelming, as the gameplay has no spice, no sense of challenge, threat or engagement to it, but rather tedious busywork as you just walk around the maze, pull a lever to get a key, go back to that same lever to pull it to open the way to the key door, unlock it, and so on, over and over. It just felt so tiresome.

Considering 'lamp' is in the name, I was really hoping that the game was doing something unique with light and shadow: perhaps the lamp would serve as a time limit, perhaps you would reflect light off mirrors to solve puzzles, or use the light as a limited resource to fight enemies, and so on. Instead, the only thing that seems to happen is mazes get so dark that you can't see the effects of buttons and levers you use, adding even more tedium and backtracking to a game that already has it. Sure, it's impressive with the way shadows are generated by the light, but that only makes this game a neat tech demo, not fun.

Obviously my heart goes out to you that the game files were lost so I'm slightly forgiving of elements like the FPS counter getting in the way, but I still want to be honest with what we got, and if I'm being honest, the core gameplay would likely still be quite unappealing to me even if it got polished up a bit more. It's not necessarily bad, but not really good either, just merely serviceable.

I did like some of the small fancy touches it had, such as the way menus are actually levels that your character moves around in to select options.

Veinom responds:

I was going for Zelda-like dungeon puzzles, but with a lay-back feeling, simple controls, without time restrictions or enemies. The challenge is to reach the end and find all the fruits and diamonds. You also need to be fast, or you lose points.

The game loop might seem a bit boring to you, but it was mainly made for people who like searching for secret items, while using their memory and thinking, in any pace they see fit. Thank you for taking the time to tell me your constructive thoughts.

Credits & Info

Views
7,068
Faves:
34
Votes
170
Score
3.74 / 5.00

Uploaded
Mar 15, 2024
8:19 AM EDT