I love the lighting effects, but maybe it would work better as a fixed light-source that the user moved left/right relative to? Like you were walking through the woods, towards a bright light. For the “sound” in your ToDo list, are you thinking effects or soundtrack? If you’re interested, I’ve been working on ways to play soundtracks using minimal code. Here’s what I came up with for last year’s contest: http://www.java-gaming.org/topics/music/25429/view.html
My maze entry last year included a full length, 8-bit version of the song “Music Box Dancer”, where the full song was encoded in 203 bytes before compression. It uses a 1-byte per note format that I created, which covers the 64 of the 88 keys on a standard piano keyboard (centered on middle C) and allows 4 note lengths. Since most songs have a lot of repetition (eg: a repeated chorus), I found that when gzipped the soundtrack used only about 40-60 bytes in my final jar. The code required to decode the soundtrack into pcm and then play it looks big, but there are lots of comments and constants, so proguard shrinks that down nicely. Some sort of deep, slow music would go well with a wander through your spooky woods, maybe with some jarring high/fast chords when you get jumped by a creep. And it wouldn’t be hard to play the chord in the corresponding left/right channel based on the direction of the creep - I’m hoping to do that with one of my games.
The other way to do this is with javax.sound.midi, but I’m having trouble finding a way to figure out what instruments are supported on a given system. For example, on my system the default instrument seems to be a piano, which would be great to use, but I can’t figure out if that’s the default for everyone or not. (Imagine if the default for someone is drums or clarinet instead!) If I can get it figured out, I’ll start a new thread with example code, and all our games will sound a lot better (well, better than procedural PCM.)