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Lucent (Project Greenlight)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Potential for Post-Production | #3 | 4.429 | 4.429 |
Likelihood to make money | #10 | 3.429 | 3.429 |
Overall | #10 | 3.657 | 3.657 |
Gameplay / Fun Factor | #13 | 3.571 | 3.571 |
Music & Sound | #14 | 3.429 | 3.429 |
Art / Aesthetic | #15 | 3.429 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you submit to all previous sprint jams?
Yes
Was this made by a team or a solo jammer?
Solo
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Comments
The orb shooters were a nice challenge. I feel like they upped the difficulty, but it was hard to deal with ones that were on short upper platforms (since the player has to pull up from the ledge and be close to them). Definitely felt satisfying to slash with the sound and particle effects. Nice cutscene at the end too!
Thanks for playing! Yeah, I was never able to get the orb shooters quite right. I tried upping the times between their shots, adding iframes to the climbing animation, and such. I meant to go back and redo some of the level layouts to make those platform mages easier to deal with, but I just never got around to it. Oh well, I learned a lot from those mages haha.
Good game, a great feat for a jam indeed! I tried hard but I feel the shooters a bit unfair, they take half of my life (if not more) in every encounter. The big guys? I could handle it, but those shooters, we need to have a word with them... At least I could see the full range of abilities in the menu, that's awesome. The music and the aestethics are top notch, congratulations!
Thanks for playing!
Yeah, I agree the mages are rough. I did several passes at making them easier but nothing ended up being very satisfying. I like the amount of damage they do just because the game is so short, they should pose a real threat, the main problem to me is they shoot so often that as soon as you dodge on projectile the next one is on its way - in retrospect, I should have moved the location of a couple of the trickier ones to maneuver around and added some additional wind-up time to their cast animation.
I like the improvements made to enemies and the upgrades! I couldn't locate the second safe point, assuming there is one, and got frustrated from dying in a few choke points it didn't feel like I had a way out of. I missed being able to climb walls, not sure if you have to find that ability now or not. Looking good, keep it going.
Yeah, the mages are a little too difficult, I meant to change the positioning of one and never got around to it. I blocked off the second save point with a gate that needs to be unlocked from the other side, so to get to it you'd have to take a more circuitous route, but you'd find a power-up along the way. To me this made the game feel more Metroidvania-like (given its short length) and it makes the two shortcuts you can unlock on the way there more meaningful in the case of dying. Thanks for playing!
You actually did it! A metroidvania in a game jam! Hahaha
Congratulations on such a cool entry! I loved the stop motion aesthetic of the game, and loved how when you get close to the enemies, you can see more facial and body features because of the light from yout sword.
Haha, well I tried at least! I did about a fifth of what I originally wanted to do, but I also learned a lot so there's that. :D I'm glad you noticed the stop motion, I personally don't notice things like framerate but I was originally going for a 90s cartoon feeling similar to Batman (hence why the model shapes are so ridiculous) and so I animated everything at 24 fps with most of it on twos (except for intricate motions). I actually really liked the way some of the animations turned out. I like the light effect too - ultimately it was not very subtle and the enemies didn't have a lot to reveal, but it was a good proof of concept for future development.
Thanks for playing!