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LIGHT GUARDIAN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #85 | 4.000 | 4.000 |
Music | #149 | 3.190 | 3.190 |
Art | #169 | 3.429 | 3.429 |
Originality | #184 | 3.429 | 3.429 |
Overall | #204 | 3.369 | 3.369 |
Gameplay | #228 | 2.905 | 2.905 |
Is the graphics 1 bit? | #419 | 3.262 | 3.262 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
What worked:
I like the switching mechanic. Having two separate worlds that you have to interact with to progress works well. The concept of a rougelite being slower or having more puzzle elements than action is an interesting idea to pursue. The art looks cool, and I like the main character. Being able to choose when to fight the boss at any level (once you have enough resources) is a cool idea, letting the player decide when they want to take a swing at it. I never got stuck in any walls either which is usually a problem in world switching games during jams, so great job there!
What didn't:
The art for the traps is a bit unclear. After running into it, I of course realize it'll kill me, but it's still a bit hard to tell/see at a glance due to how thin it is.
I didn't realize I could interact with barrels and chests at first. Maybe more direction is needed?
I might have missed something, but I never found a way to deal with the bats. I entered the boss arena once before immediately being swarmed with bats. Is there an attack? Maybe after fully upgrading light?
I didn't really see a point to having the world switching based on a timer, aside from no traps being in the light world. There aren't really many benefits to being in either world (aside from some barrels and chests) throughout the main portion of the game, so I would rapidly flick between the two if I needed to smash a barrel or pass a wall. It might be helpful if you want to keep this mechanic to add a reason that the player can only access the light world for small periods of time (timed mechanics, enemies disappear, negate projectiles).
Upgrades feel overpriced. As the game progresses, you tend to either be wandering around smashing barrels, or dying immediately to a bat. In this sense it also feels slow to repeat this over and over to get a small upgrade.
Bugs:
Didn't see any.
Great job!
First of all, thank you very much for your constructive feedback! It's really nice to hear!
I'm glad you enjoyed the game overall.
Bats cannot be killed, but they can be temporarily neutralized using light when they approach us.
Light has multiple uses, such as spotting barrels/chests, crossing certain passages, and neutralizing enemies. However, we are aware that this is not enough, but unfortunately, we didn't have enough time to implement all of our ideas.
You're right about the upgrades, they take a bit too long to obtain. We should make them more accessible. Our goal is to encourage players to descend to lower floors for better rewards and faster upgrades, but we'll need to reconsider level generation to motivate players to go further down.
Lastly, you're absolutely right, there are some missing instructions to help the player better understand what to do and how to play!
Amazing game!
I liked this game! The graphics were very cute and the game mechanics well executed. I wasn't the biggest fan of the opening voice over, and would've preferred just subtitles or just an explanation in the animation itself that the player could have interpreted. This is of course just subjective!
The levels are straight forward, with an exciting labyrinthine aspect you explore with the light. But they are also graphically minimalistic, which is a bit of a contrast with the character and objects themselves. Maybe I missed some kind of tile pattern, like bricks, or something else for the floor. My feeling is that this is something that would've absolutely been adressed if there had been more time!
Very nice work! Looking forward to more exploring!
I liked this game, it has a nice concept in it! Good sound design and use of the theme of the jam for the game. Great job!
Great game! Really nice ideia!
Okay I see were you are going with that. the idea of a kind of roguelike loop, upgrades, the power of light...it was cool to play and I had fun ! I think with more tim you could have added a bit more information on how to play, what to do...and I also think the upgrades might be abit too expensive
However still, good game, proper graphics and a lot of creativity. Welldone!
Thank you for your feedback, I really appreciate it !
The objective is to push the player to go down the floors to get better rewards and progress faster, but actually it would have been necessary to improve the generation algorithm so that the level design pushes them down more!
I think this game has a lot of promise. I'm a fan of roguelikes and puzzle games, so anything that tries to combine those two genres already gets points in my book. The main gameplay mechanic is interesting, and the way it's used to create mazes is fun! The cost of ability upgrades feels pretty restrictive though, especially on the health side. Dying in one hit is very punishing, especially given how persistent the basic bat enemies are, so I would've expected to be able to upgrade past that point quickly. Instead, it takes 500 coins to get that, when it tended to take around 5 minutes of gameplay to get 100 coins. I couldn't get very far without a second heart, so my gameplay consisted of grinding coins through the first 2-3 floors, dying, and then repeating without being able to improve my character at all. This got repetitive pretty fast as there's not much to do other than the mazes, and I ended up quitting before I could get that upgrade. This always makes me sad, since I can tell there was a lot of effort put into this game and there may have been cool new experiences past this point. If the upgrades were cheaper or the player started with more than 1 heart, I think I would've been much more willing to continue onwards. Most of the rest of the game felt good other than the need to grind for coins, so I'm hopeful for the future of this project!
Thank you very much for your complete feedback, it help me a lot !
I try to make sure that the player quickly wants to go down to the lower floors where the rewards are much higher but the difficulty too!
But I didn't have time to perfect my world generation algorithm to modify the level design and push the player to go down, instead, the floors are a bit big sometimes and take time, which slows down progression
I so much like game mechanic and initial video, I had a great time playing this game.
Really good game mechanic !
Light dark mechanic is really fun.
Great game! The presentation and story setup is very well done. I also like the rogue-lite gameplay and light/dark mechanics.
Very nice art, I like your take on the them aswell.
Well drawn and interesting labyrinth idea with so atmospheric music. My like to this game!
Veyr well drawn game and the story is very cool! one bit of feedback I'd have to give is that I had trouble understanding and interacting with certain objects and the controls where tricky but otherwise good job!
Nice game with lots of content for a jam game! I especially like the intro and the maze! I had some trouble starting a new game on the web version though, it worked at first but when I tried to start a new one the cutscene would not start and the screen was black
It was very fun! It looked great to, the only thing I have to suggest is make a how to play section. Other then that though it was really good!
I kinda feel like the opening somewhat clashes with the art style. It's really good though. but I feel like the gameplay is a little flat, but is interesting to navigate those rooms with the smaller walls.
Love the cutesy art! Especially the animated intro with voices.
Congrats on delivering a full game with menus, levels, and so many content, it’s not easy!
Really well-designed levels with great art! The intro was sick! The only thing is the gameplay can get a little repetitive over time. Otherwise, it's great!
Pretty neat game! The music and sound effects definitely fit the game well. I also liked the opening cutscene it was quite cute. I think the controls were a bit tough having to use arrow keys, shift, space, and E all at once was a bit hard. The art was pretty cute and the game overall had an interesting concept. Great job on the jam!! :D