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Legend of Lu: Remastered's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #21 | 4.075 | 4.075 |
Theme | #47 | 4.000 | 4.000 |
Presentation (graphics, audio) | #63 | 4.204 | 4.204 |
Originality | #136 | 3.581 | 3.581 |
Ranked from 93 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
We took the creative liberty of applying the theme "mode" through the remaster mode switch mechanic and building the entire idea around remastered game vs. original game playthrough. Player is playing as a streamer tackling the challenge of playing 2 games(classic and remastered) at once with one controller.
As we build the game with the original vs. remastered in mind, the mode switch affect the entirety of the graphics and audio. Switching between them also affects various elements in the levels: enemy behavior, rotating platforms and spike traps.
There are also two difficulty modes: normal and hard. Hard mode offers more challenges with a secret reward in the end for those who dared to try ;)
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For those who wants to do all the fortune cookie collectibles: There are 11 in total. 10 hidden in normal mode, and 1 from finishing hard mode. You can check what you've collected in extra section of the main menu. We didn't have time to add completion meter but if you want to try to unlock all 11 good luck!
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Comments
Pretty solid, but with some flaws
- The music is good, i like how it switches based on the mode
- The controls are kind of feel bad to use, the character feels too slow and it feels like i'm constantly fighting against the movement to navigate at times
- The artstyles are pretty good, the remastered style picks up at level 2 but the pixel art one is consistently good!
Overall, nice game! Definitely not perfect but still enjoyable. 7/10!
If you could, could you take a look at my game? I'm on the lookout for more ratings lol
Thank you for taking the time to leave a comment.
I left some feedback on your game :D
Both art styles are awesome and look very good. That move set is also really cool. Gameplay was always interesting and new!
Played through the entire thing on normal mode, loved it. I got 38:0 on my first play through and I think I got all the fortune cookies
Here are some of my thoughts:
- The music changing between retro mode and normal is such
- The intuitive level designs teaches you as you go and provides a good challenge
- Unique movement mechanics that felt good to execute
- The art style was super cute and fun, and the story added some nice context to the mix
My only feedback would be that it took me a while to figure out how the boss fight worked. Maybe some kind of highlighting of the alternating target would have helped.
Seriously amazing game over all through, loved it!
Our boss is definitely the least polished since it's done last because of the deadline submission haha
We worked on the rest (level design, music, enemy, etc.) quite simultaneously after we finished one mode level maptile & assets while waiting for the rest of the files ;)
Thank you!! There should be 10 unlocked extras in total + 1 from hard mode, good luck if you want to 100% it ; )
Thank you for playing :D
The boss has a little white flashing effect but it is a bit hard to notice, yeah.
Sooo much fun! Loved how you used the mode changes!
The game presented itself as a very well made game, with cool art and really extensive level design. I actually liked that you introduced the mode mechanic later on because it took me by surpirse. A completely differetn artstyle? Music and sound changes?? That's crazy and it all changes pretty smoothly between the two modes.
I've been playing for maybe an hour, this is great! I also tried the hard mode but I'm convinced it's impossible after the first checkpoint (or maybe i'm just not worthy of the capybara martial arts yet..)
In any case, great job everyone, very solid game
Thank you! Yup, we introduced the switch last on purpose for surprise even though it's always been accessible from start ;)
The hard mode is pretty much possible, There are 2 people(outside of our team, of course)finishing it already and sending us the DM.
The irony is I(artist) haven't even finished that work of our level designer but I got as far into the last jump in web versionhahaha I'll give it another try then. Thanks for making this game!
Thank you.
Yeah hard mode is pretty brutal but at least you get some "compensation" for beating it ;)
Glad you enjoyed it :D
Very clean looking game, and a lot of fun to play. I think the mode change could've been more clearly introduced much sooner, but when it did come into play it was awesome and I understand why you chose that method. I love the staff throwing mechanic -- it was really cleanly implemented and couldn't be abused (despite trying). The art, sound, and general vibes of both modes is excellent. Very solid submission, and as someone who made a platform puzzler, I know this would've been a ton of work and it really is a triumph.
Thank you. Yeah the staff throwing was kinda difficult to get right but aside from one little visual glitch in the beginning of the first level I think it worked out well. (at least to my knowledge).
Thank you for playing
This is so fun, its really polished and the levels are made so perfectly the artstyle in the pixilated mode is so good and so polished, the stick spinning mechanic dude everything is just so good. On point dude good job !
Thank you so much :D
Fun game! I can tell a lot of effort was put into the game! I did have a little trouble with some parts where input on a keyboard was all over the place and trying to wall jump was really hard for some reason. But the music was what kept me going mostly.
That said, very cool idea and reminds me alot of The Messenger!
Thank you! The Messenger is definitely our source inspiration of the game design/mode theme. Level, art, music, and character designs are pretty much inspired by other various sources!
Keyboard control can be keybinded in the settings! You can access it by pressing Pause(P) even in the main menu.
This was my favorite game by far. The schmovement had so much depth to it and the level design was always fresh! Great job guys!
really fun idea. There were certain parts of both levels that were a lot of fun, and others that i found to be a bit frustrating. For instance I really like the part in the cave where you had to switch in midair between platforms, and It felt extremely satisfying. Although in the same vain at the beginning of the cave level there was a blind drop onto spikes that i died to and it felt frustrating because i simply just didn't have enough time to react. However these moments overall didn't take away from the game too much, and it's a cool idea.
Fair point on the cave entrance.
Thank you for the feedback.
Love the graphics of the "original" version, especially the change in aspect ratio. Very cool.
Very fun game with a solid design! The art is simple but works really well!
I think it lacks a small aspect to make it perfect, though. When grabbing onto walls and intending to jump to the right, the character jumps to the opposite side, creating a sense of lack of control and hindering my intentions. I believe that by simply polishing this detail, the gameplay would improve to exceptional levels!
Great job overall, congratulations!
I am not sure what you mean. Is there some bug with the wall jump ? It would be great if you could elaborate on that.
Thank you so much for playing tho :D
Oh, that's actually the intended controls. I tried to draw Lu facing the opposite direction of the wall to indicate if he decided to jump off the wall, he'll jump into the opposite direction. I'm sorry if it was a bit unclear in the walljump instructions!
Oh that's what you mean.
I guess this is just a preference thing then. Some games have wall jumps that let you go infinitely up others don't. We decided to have wall jumps be relatively strict with the push back because it encourages using the stick throw to be used more instead of wall jumping. Basically a way to separate the two abilities within their function.
Also from the perspective on how it feels and what you expect we had some inspiration from games like ninja gaiden and messenger that have really sticky movement.
Not saying everyone has to like the direction but it is what we decided to go with.
Thanks for elaborating tho. And also thanks for taking the time to leave some feedback :D
This is an amazing entry! The tons of movement options you give the player make for a really challenging 2d platformer with tons of player expression. The sharp visual distinction between modes is also really impressive. Making all the assets for your game twice over is no small feat.
I got as far as the moving platforms in the cave level and couldn't quite make it past the ones where you have to ride them for a while while hopping over and under obstacles.
I think this game really does interesting things with the mode theme, being able to precision control moving platforms and even change the enemy AI is something that I find really compelling. Overall great job.
Amazing game, good job! The animations are very good and the transition between the modes are really fun. Great entry!
This game is awesome and very complete. The hand drawn art and pixel art are adorable and stylish, and the swapping mechanic is really fun and seamless. Rarely outside of Mario games do we see a new mechanic introduced in a level and then thoroughly explored in a way that prepares the player just enough to be able to tackle the next obstacle intuitively. That's done over and over again in this game, it's a real joy to play for that reason especially, and the excellent art and music are a cherry on top. Very well executed.
Thank you so much :D
Good to hear you enjoyed your time with it.
Thank you so much! We really pushed through to get the direction of art&music into the theme! We playtested through multiple sessions to get the right level balance and moved the harder parts into, well, its own hard mode section. I'm really glad you enjoyed your time with our game!
This is truly great, love the creative use of the theme. The background graphics are so wonderful!
Thank you! We tried our best to capture the "classic"/"remaster" style! I'm really glad you find it to your liking!
Man, this is an amazing entry. Deserves 5s across the board!
I’m usually hesitant when I see a platformer in a game jam, but yours blew me away. This felt like an entire experience. I loved the mode switch mechanic and how it affected characters and the environment. I also loved the staff mechanic. It gave multiple ways to tackle obstacles. I found it the perfect amount of challenge. I died a lot, but rarely felt it was due to controls. My only critique would be that the wall jump felt a bit sticky sometimes, but I always have problems with wall jumps, to be fair.
The polish was outstanding for art, gameplay, music, and sound effects. Your team should be proud of what you produced.
Top notch game and awesome effort!
Thank you so much :D
Thank you so much! We pushed really hard with the theme in the direction ^^ We're really proud of the result! We playtested a lot to get the right amount of difficulty and very comfortable with how that is right now.
Lots of cool platforming mechanics and the original vs. remastered idea is super interesting. Very nice!
Thank you! We were brainstorming on the mode idea when the switching between graphic/map came into mind, then we tried to brainstorm of what could be applied into that; and came up with the entire pixel/raster overhaul and build it entirely upon it! ^^
really cool platform mechanics
Thank you!
Hello there! This was a great game and the capybara looks pretty cool! Interesting concept where you switch between two graphical modes. The animations look very nice as well. Great job! :D