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Light up!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #111 | 3.417 | 3.417 |
Music | #155 | 3.167 | 3.167 |
Theme | #198 | 3.583 | 3.583 |
Overall | #201 | 3.375 | 3.375 |
Is the graphics 1 bit? | #215 | 4.500 | 4.500 |
Originality | #218 | 3.250 | 3.250 |
Art | #381 | 2.333 | 2.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Write down what effects you used.
Throwing light to expose the level, since the theme was "Light and Dark"
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Comments
Really fun!! Very original concept for the jam's theme. I like how the difficulty keeps increasing little by little, but never gets too crazy, so you could even try to speedrun this game at some point. Great work!
very fun
People in jams keep surprising me with great concepts like this, great job!
Interesting concept!
You don't need the arrow telling the player to go up. Let the player find that out which way to go on their own! It's more fun for them. :) Is the score tracked BETWEEN levels or level attempts? I didn't feel incentivized to minimize my use of lights since I could feel out the level on my first attempt, die intentionally, and then get a perfect score on my second go.
The total time when you complete all 20 levels includes failed attempt as well :) so the total time is influenced, not the level time.
Thanks for your feedback
simple platformer with a new element to spice things up expect a few bugs this games is pretty good
i play in queue for each all gamejams games and not stop astonishment how many ideas and nice games, thanks friend i like it
Awesome concept I can see huge potential with this, I only played the first 3 levels I'll check out more 1 thing I did get confused about was how throwing the light worked otherwise still awesome concept!
Thank you for your feedback! The start screen in the WebGL version is a bit messed up, the control guide is hidden by buttons, if you download the Windows version they are visible :P
But you throw a light by clicking/holding Left Ctrl or Left Mouse button, the longer you hold the key down the more force is added to the throw. I hard a hard time figuring out what would be the most intuative key to use for that function :)
Again thank you for your feedback!
Oh that was why I was confused, I thought the light throwing concept was determined by how long I held the mouse down and where I placed it. Again awesome concept, I did notice the UI but that's stuff that can be worked on I'll have to download the game to check it out more once the jam is done.
I am such a Unity noob :D
I managed to figure out how to set the resolution correct on UI's - so now it is not perfect but way better. The windwos version is still the optimal version, but the WebGL is waaay more playable now :)
Have you made a submission?
lol no I have not submitted mine yet, most likely last minute or Friday hoping to get most of it done by tomorrow so I can figure out how to compile it for being able to be played on the computer and Android. I'm using libGDX and native code so it's been a lot of work getting most of the code for my idea to work with the only 2 color aspect.
I did find out how to play your game by maximizing the screen, which also shows the how to the one level when the floors fall threw me off for sure. I couldn't get past it tried 3 times then decided to code some more, next you need to add monsters unless there are some later in the level that would make it epic!