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A jam submission

BeaconView game page

Fight and sneak past monsters to reach the lighthouse.
Submitted by corneliusjones.oliver — 1 hour, 23 minutes before the deadline
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Beacon's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#14.5334.533
Theme#24.6334.633
Overall#23.9003.900
Audio#53.8003.800
Fun#63.8003.800
Controls#123.6333.633
Accessibility#183.2003.200
Originality#193.7003.700

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1.2

Wildcards Used
Blood is fuel

Game Description
Fight and sneak past monsters to reach the lighthouse.

How does your game tie into the theme?
The game is about illuminating the land. Light heals you and enables additional abilities.

Source(s)
N/A

Discord Username(s)
medikaso

Participation Level (GWJ Only)
1 (this one)

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Comments

Submitted

Wow, this one was really good! And all made by one person? That’s kind of nuts haha!

Overflowing with personality, and aesthetic, and the gameplay feels pretty good!

Not to mention the music is wonderful!

I had some weird performance blips which I’m unsure what happened, as the game kind of stopped randomly a few times, but I did love the introduction showcasing the abilities and how to play very naturally!

I also was a bit confused about the like, stealth kill mechanic, sometimes I would get the prompt for it with enemies in bushes that I didn’t even know were there, not sure if something could be done to clear that one up.

Otherwise, great game, I’d love to see what you do with this, if anything further!

Submitted

This is pure eye candy, it's rare to find smol games with so much personality and such a deep vibe

Submitted

Great work there! Simple and fun. I really like the smoth animation.

Submitted

Excellent! I have no idea how you managed to get so much done in just 9 days haha. Extremely polished. No real notes. 

Submitted

love the art in the game and the light mechanic for healing works really well. Strong entry for sure, great job!

Deleted post
Submitted

Very high polish here! The Journey influence here is very strong! Thank you for sharing!

This is a top contender! Making backstabs a costly maneuver means that careful planning is required in certain instances, and if it's not clear immediately, it quickly becomes clear what needs to be done to progress. Checkpoints are laid out in a way where mistakes do not overly frustrate the experience, either!

While it's not breaking new ground, this is a solid testament to good game design. You guys are in contention for top prize! Be proud of what you made here!

But you know what that means....in January, you'll be held to an even higher standard!

One other thing, there was a Navigation Agent quirk: I managed to escape a creature that I aggro'd, who got caught on the walls trying to get back to his spot. Not exactly game-breaking, but it's important to know that Navigation Agent is not a smart tool.

Developer

Hey thanks for the comments. Hoping to join again in January as this was a great jam to participate in. The length felt just right to get something small made in time to a standard we were happy with. 

Thanks also for the tip with the navigation agent, am still early in learning godot so was having to learn a bunch of these systems on the fly whilst we were making this.

Submitted

I was super impressed with this, great submission! It feels inspiring to me that you tackled such a full fledged idea in this jam. I could easily imagine the full game version of something like this. I was curious though, I noticed it said it was a 1 person submission, but then the credits say you only did the programming. Did Toppler do all the art and audio? either way great submission!

Developer

Hey thanks for playing. I thought the Discord usernames part of the submissions was only for people who were in the discord. My friend isn't in it but they did all the art, music, level design and general design of the game. Early on idea was made by both of us then I got to work coding it whilst they did everything else at that point onwards pretty much.

Submitted

Great game ! some times i got trapped inside a square because the light says that I'm not in her.

Good continuation !

Submitted

Wow looks like a professional game, I think is the best theme interpretation I have seen so far, the sequence were you must run from the monsters and the dash at the end is crazy. Just to say something the attack seems a bit hard to use, it doesnt reach far and lets you vulnerable, maybe was intentional. Good job!

Submitted (1 edit)

great game love the art

Submitted

It's super adherent to the jam's theme. Nice level design, game loop very well defined. The art is super consistent. But what stands out here is the level of polishment you gave it.

There is diverse of enemies, movements. The animations are very seamless and smooth. The player character is unique (although it reminds me a lot of Journey). Congrats very good job!

Developer(+1)

Hey thanks for playing through our game. We really tried to focus on keeping our scope small in this jam so we could focus on polishing it at the end. Glad it paid off.

Submitted

This is top tier quality for a game produced in a week. It introduced several levels of game design throughout the playthrough. Art design was amazing throughout, it definitely seemed heavily inspired by hyperlight. Sound/Music design was on point. Gameplay was very solid.

My only gripe is that sneak attack seemed a lot more like a detriment than a helpful solution.

Great work, keep it up.

Developer

Thanks a lot for the comments. Hyperlight was a big inspiration early on in both initial combat design and art style.

Submitted

What a lovely game! The art is absolutely gorgeous, and the animations are smooth. Love the music as well - fits the vibe. Also loved the added sneak mechanics. But I do have some feedback, some of it little nitpicky though.

  • I got stuck at the part with the many turrets - that was intense, maybe a bit too much. I also dashed out of the walkable area and literally got myself stuck :\
  • The push back from the laser shots was a bit harsh when so many of them hit me together.
  • I wish the player would move a bit faster!
  • Would prefer if I was always returned to the last big lantern I unlocked because I found myself repeating areas a bit too often...
  • Maybe attack directions could be diagonal as well, and stop the player from moving for a bit less time or maybe not at all?

Very good submission! Congrats

Developer(+1)

Hey thanks for playing our game and the feedback provided.

I do agree that the turret section is quite harsh, and the lack of checkpoints other than the single one in level 3 was something I wanted to add in if we had more time.

Submitted

A nice little game with simple controls, I also like the color design across the game. The controls felt a little clunky in areas where combat was more intensive (could have just been a me thing), but otherwise a really solid game.

Developer

Hey thanks for taking a crack at our game. Controls in combat is definitely something that could be improved on I agree, something to work on in the future for other jams/projects.

Submitted

cool concept and cool graphics!

Developer

Thanks a lot!