I echo other's comments. This game has really interesting atmosphere. I wish it wasn't so devastatingly difficult to explore, because it is really intriguing! Nice work! I would love to play an update that addresses some of the concerns listed here.
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Lighthouse Keeper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #42 | 1.807 | 2.333 |
Overall | #45 | 1.807 | 2.333 |
Presentation | #45 | 2.066 | 2.667 |
Design | #45 | 1.807 | 2.333 |
Enjoyment | #48 | 1.549 | 2.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Gamemaker
Team/Developer
Gazotto
External assets
Contains music ©2020 Joshua McLean (https://joshua-mclean.itch.io)
Comments
Catchy graphics, music, overall atmosphere, should be run in fullscreen by default because of dark colors.
Very hard and at the same time has movement bugs which make it even harder:
- Fell of textures if go to the left in one location where it is clearly a corridor to the left
- Ladders are glitchy. If you meet enemy near ladder it means you're doomed.
- Often stuck on platform conrners when jumping up
Other notes:
- Show tutorial in-game, almost gave up before found inventory and fullscreen mode, and opening boxes was a whole new experience because it appeared to be the main mechanics. It is used extensively in the game, it would be nice to let player know at the very beginning how to use it because it just doesn't make much sense to make main mechanic obscure initially. May be it's just me not undestanding it immediately.
- Even in fullscreen game is too dark with my very bright display. I understan it's intentionally, just desiring a bit more contrast.
- Space key for switching light seems not the best choice, usually it's jump. Had some time until get used to it.
- The reason to switch off light when I move seems not logical to me. It's quite natural to turn flashlight on or keep candle when walking.
- Initial story from one side can't be skipped and from the other disappears too quickly to read it fully. Hiding it when key is pressed looks more user-friendly.
Also maybe it's just me, but battles are unbalanced. It's nearly impossible to kill evil box or slime creature using knife without loosing life. And killing it with light is very expensive in term of energy.
Due to very scarced resources and tough battles, the game is rather puzzle than action. Player mostly should find his path to avoid enemies, and not trying to defeat them.
In general, I liked the atmosphere, the world, the idea. I think the game can benefit from giving a player a bit higher chance in battles and/or more resources.
Very nice submittion!
It was a little dark, can't see what was happing, Sound was good
You can add some info to the inventory items, combat felt very one sided
Hope you work on the improvements after JAM
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