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Lucent (MVM 16)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #12 | 3.455 | 3.455 |
Design | #12 | 3.545 | 3.545 |
Overall | #16 | 3.455 | 3.455 |
Presentation | #19 | 3.545 | 3.545 |
Metroidvania | #22 | 3.273 | 3.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
StudioGenGen
External assets
Music: at_the_end_of_hope_loop - Copyright/Attribution Notice: This song is public domain as of January 2017. No attribution necessary. https://opengameart.org/content/at-the-end-of-hope, magical_theme - https://opengameart.org/content/magical-theme
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Overall, I like this game. It controls really nicely and it has a good atmosphere. Hope you find time to finish it!
Thanks for the feedback, I'm glad you enjoyed it!
- I very much like the strange animation on the enemies, mostly because it was an accident that came about because I was too lazy to add more keyframes but they ended up suiting their weird spandex vibe anyway.
- Someone else told me about that crash out on enter bug, but I was never able to reproduce it on my end, so I'm not sure what's causing it. =/
- One of these days I'm going to learn how to do key remapping (cause let's be honest, all keyboard controls are generally awkward and hard to intuit), but this was not that day haha.
- Yes, I very much wanted to add screen shake and freeze frames to some of the hits but it fell through the cracks. Next time I'm going to be less ambitious with the art and animations so that I can focus on the little things.
Thanks for playing!
except for the audio everything was just amazing 👏
good job!!!!
Yup, it's true. I was basing the combat system mostly on Dead Cells, but I never implemented a reward system for killing enemies so right now there's no real point. Were I to continue this, adding some sort of currency / xp system to reward players for killing enemies would be on the list of things to do.
Wow! This is very well done! I like the art and animation. Sound effects are good (though there could be more), and the music isn’t too bad, though could be brought down in volume a tad IMO (or just add volume controls).
At first I was annoyed that there wasn’t a way to heal other than going to the save point. But as I played it seemed that the effect was that I had to actually master the enemies, particular the big-sword-guy. By the end I had it down pat. Even got past the really big one as it’s behavior was similar. So, enemies are good for the most part! I did find it odd that there was no contact damage and a lot of the time I could just run pass the leap-frog-dudes.
The range attack enemies felt a bit unfair. I don’t know if it happened all the time, but it seemed they would activate and stay active when they were off screen and really far away in the level. I’d switch those enemies out of attack mode whenever the player got out of the activation range.
The controls could be tighter too. Jumping away from the big-sword-guys was dicey and felt sluggish.
It’s unfortunate that no ability gating was present in the jam version.
All in all, like I said, very well done! Hopefully you’ll continue to flesh the game out.
My team is always eager for feedback and would love it if you would play our game, rate it and leave a comment letting us know what you think! Compliments are great, but constructive criticisms are worth a ton! So, don’t be afraid to let us know about those too! Thanks!
lovely game.... so much fun to control the character. Especially love the stab wall slide (or what evr it's officially called) really nice!
Your game is cool, I like your lights it's good, your enemies is good too, the game difficult seem balance, it make me combat more tactical, but I think we need some HP regen :( , your move skill is good, but I think we should remap keys (maybe dash with Right mouse and Jump with W or all-keyboard mode we should place Jump near Dash and Attack, but it just my opinion XD ), I love your game, GG!
love some of your animation flourishes on this one :) really nice entry I felt I was entering a Zen state whilst playing :)
Good game. I gave you a solid rating. Thanks for adding controller support. One of the better games I've played. It's a good-looking game. Character control is basic but polished. I didn't encounter any game breaking bugs or obvious oversite or something. I'm not sure why you implemented a pickup that I can't pickup yet, (Attack+ not implemented.) For me it's not motivating, but hey, everyone is different. Overall you have a game to be proud of here. Contrats.
Thanks for playing, I really appreciate the feedback! I sort of waffled on the attack pickup, I dunno if you wall jumped your way up there or not (wall jumping is currently a bug but still possible), but I wanted to let the player see that there was a reason (or will be a reason in a future update) to come back to this room from another direction.
I spent some time and implemented the attack power-up. Hooray for grace periods!
I think--and I may be guilty of this as well--that you spend too much time polishing the graphics, and not enough time on the actual gameplay...oh well! Still a beautiful game
Thanks for playing, and that's fair. To tell the truth I spent a lot of this gamejam refactoring my original character controller and building a reusable enemy state machine (and also learning how to use Photoshop, something I've been dragging my feet on). So I guess once I was done with the setting up and learning process, I didn't really have enough time to explore the concepts I was building. But now that I have functioning enemy state machines and am more comfortable with Photoshop, I can go back to focusing on gameplay for the next jam. :D
Ahhhhh--that makes so much sense! (Good for you, btw)
Man, it's finally good to play this after watching the progress.
What I liked
Improvements/Suggestions/General Feedback
I definitely enjoyed what you have so far, and happy to finally play it after seeing progress reports.
Awesome, thanks for the feedback! I do want to add death effects to both the enemies and the player, but I've been worried to do add it this late because the way it has to be implemented currently is pretty easy to cause null reference object crashes.
In terms of the dash, one of the things I'm planning on finalizing during the grace period is an after-image effect on the player. We'll see if I actually do it.
Ironically, I think the wall sliding itself feels pretty bad and I'm very strongly considering removing it from the current build since there's literally no situation in which it comes in handy. Ledge climbing will stay, of course, but it's something I want to clean up in the future in terms of some of the logic behind it.
Glad you got to finally play it, it's been a long time coming!