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A jam submission

Strings of LightView game page

Take a moment to introspect as you aim for higher goals.
Submitted by bodro (@LeBodro) — 10 days, 3 hours before the deadline
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Strings of Light's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#24.1724.172
Theme interpretation#104.1034.103
Overall#503.5863.586
Graphics#753.6903.690
Innovation#1093.1383.138
Gameplay#1712.7932.793

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/LeBodro/strings-of-light

Theme interpretation
This game is about our own personal moonshots; those small steps that ultimately lead to success, as long as we dare take them.

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Comments

Viewing comments 3 to 1 of 23 · Previous page · First page
(+1)

Such a gorgeous game. I like the art style, music, idea. It's amazing that the circle leaves stars you can jump off of on a next try both mechanic-wise and message-wise. I love it. Great job!

Developer

Thanks xamigames! I'm glad you liked it, and that the message got through. 

Submitted(+1)

I adore everything about this. The message, the art the music. This game says, "hey, it's gonna be alright".

Developer

Thank you! :D

Submitted(+1)

What a beautiful game: beautiful aesthetics, beautiful music, beautiful spirit.

It’s about trying again after failure, and if I’ve understood it right, the mechanics complement the message; each failed attempt leaves behind “stars” that give you a boost on your next shot.

I’m sure it reflects on me more than on the game, but I find it quite tedious waiting for it to finish falling, especially since it falls all the way back down from the later heights. But that’s probably intended—again (here’s that introspection!), I’m sure it says something about me and my patience.

Also I could only just get it to fit on my screen when I went full-screen, which also seemed to need to be done at the start of the game or else the graphics wouldn’t catch up.

Developer

Thank you so much for the kind words!

Your interpretation is correct. This game is very experimental; I wanted those "gameplay-less" moments when you fall to encourage introspection. This meant they couldn't be distracting, engaging nor tell the player what to think. I could have made meaningful questions appear as you fall, but feared verbosity might put a veil on the real message. And as always, when I'm faced with a design decision for which I don't know the right answer, I opt for the easier implementation and see what happens.

Thanks for telling me about the resolution bug, too! I'll fix it as soon as I can.

Viewing comments 3 to 1 of 23 · Previous page · First page