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Eyes in the DarkEventsEyes on the Dev #2: Why A Flashlight? + Next Fest Demo News
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Eyes on the Dev #2: Why A Flashlight? + Next Fest Demo News

Eyes in the Dark · published 3 Jun 2022, 16:02 UTC

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Hello everyone, and welcome to the second Eyes on the Dev! My name is Filip Neduk, Game Designer at Under the Stairs on Eyes in the Dark. Since our first game jam in 2014, we have meticulously tinkered with the flashlight design to create an entirely unique gameplay experience. Here we will shed some light on just how we decided that Victoria would fight with light, what inspired these choices, and how the mechanics of Tinkering have evolved since we were first called Light&Dark.

Creating Our Guiding Light

The initial idea for the Flashlight as our primary weapon came when I joined earlier on Light&Dark, starting from the first concept art I created. I really enjoyed the way the light from the flashlight cut through the dark and revealed what was behind. There were hints in the dark that the monsters were there, but you were never sure how they looked or how big they were. I think this is where the idea originated. The image of a kid holding a flashlight alone in a mansion is a powerful one. Everyone who has ever held one as a kid knows the feeling of what a powerful tool it can be for the imagination. When you take it to the next step, and use it as a weapon against the dark, the possibilities are endless.

Fighting With Light

When we started toying with the idea of light as a mechanic, we thought of different ways to use light. In Light&Dark Victoria had a lantern, matches, and many different light sources. The flashlight was always the most fun to use. Everything changed when we tested controlling the flashlight as a twin-stick. You control the character with one stick, and you spin the flashlight beam with the other. You had more control over how to use it.

The other thing about the flashlight that piqued our interest is the way it damages enemies. Light behaves like light does in the real world. It is very stylized, but it works the same way. It cannot go through walls. The way you damage enemies isn’t by hitting them, it is by exposing them in light. We asked ourselves if it is possible to make the whole damage system based on burning enemies with light not hitting them. This was our jumping off point. After that we played on how light works and different effects it can have on enemies. Some light burns them, other types of light bounce off walls. They work as regular weapons in games with a twist that you must keep the enemies in the light to do optimal damage. This little twist changes the way you think when approaching combat and the enemy’s behavior reflects that.

Tinkering with Tinkering

Once we had decided on the flashlight, we had to think about how the mechanics would act within the world of Eyes in the Dark. This came from the background story of our protagonist, Victoria Bloom, who is fascinated by science and technology. This interest creates almost a special bond between her and her flashlight, it isn’t just an item she picks up. The flashlight is something she’s interested in and loves to tinker with. She knows how it works and she can modify it to suit her needs. This was what inspired the tinkering mechanic. You collect different types of quirky bulbs that modify the way you use light in the game. You can have only one bulb at a time, but you can upgrade it by using different batteries that modify the core bulb even further. That way, you can create even more synergies with just one light bulb. It’s all about how you tinker with it to suit your playstyle.

Of all the mechanics we’ve created for Eyes in the Dark, I think Tinkering has evolved the most. In the beginning we just had a couple of upgrades that would change the arc spread, range, and damage of your flashlight. This was iterated on several times, but in the end, we decided on three main categories of items. We have the flashlight for close range, the slingshot for ranged damage (with limited ammo), and the gadgets that change your movements. Each of these categories has its own set of items and upgrades that players can experiment and tinker with. Creating weird and interesting combinations to make their playthrough fun and fresh each time.

By the way, you won't have to wait until the game launches July 14 to get your hands on Eyes in the Dark -- a FREE playable demo will be available June 13 through June 20 as part of Steam Next Fest. We're very excited for players to explore Bloom Manor and fight with light using whatever weapons, gadgets and secrets await within. Not only does this give you a sneak peek at what awaits on July 14, your early feedback will help us make the game better.

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Community14 Jun 2024Official Statement on the future of Eyes in the DarkHi there, Due to circumstances outside of our control, Under the Stairs has recently reached an agreement with Gearbox Publishing to mutually part ways. For us this means the return of our publishing rights for Eyes in the Dark. We wish to express our love and support to everyone on the Gearbox Publishing team, the entire experience of working with them was nothing short of amazing. Not only ha…Community18 Nov 2022Eyes in the Dark is now Verified on Steam Deck!Fight with light against the dark in this "roguelight" platformer starring Victoria Bloom! Drive back the darkness that's overrun Bloom Manor and conquer swarms of creatures as you discover powerful new items to upgrade your arsenal. Are you ready to enter the ever-changing manor? Light & fight with Eyes in the Dark on Steam Deck today!Eyes in the DarkGame update1 Nov 2022Patch 1.1.2Hello Tinkerers! We are back with a small update. Here is what we have fixed below: · Solved various functionality issues with Edgar's Shop. Players can now purchase items and pick them up immediately. Items will now always drop after purchase. We hope you have enjoyed the festive update! Cheers!