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Light It Up's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #653 | 3.000 | 3.000 |
Playability | #719 | 3.500 | 3.500 |
Cleverness | #755 | 3.000 | 3.000 |
Artistic Style | #893 | 3.500 | 3.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Very neat idea, the combo was a bit of a trial and error but worked out in the end. Some practice in the beginning would make it more clear. Great idea and concept, upgrades and further development will make this nice.
- While I can understand using the eye color of the enemies to relay a hint towards which arrow and or color that should be used to defeat them, my mind went straight to the color wheel due to the indicators having not matched the colors that were provided, so my assumption was that they had an opposite color that should be used as a result. This was a bit confusing at first, because my mind went to blue = orange and red = green. Here, you had blue and yellow, red with blue, and green with purple. I only mention this, because if I am right in my assessment that the color wheel was part of this, someone that may not be familiar may struggle a bit more with figuring out what works with what, especially if you state that a certain aspect should be used as a hint when playing. To me, it felt that shadow was used in a more direct way when implementing the themes; while alchemy didn't really come across based on the time spent playing. While the combat and controls were simplistic, and the artistic style was done nicely (a darker atmosphere is always intriguing to me), I'd like to see how these ideas could be expanded upon or adjusted if need be (as my assumptions and interpretations from before could just be wrong). All the same, keep up the hard work.
Did you include your Game Design Document as a Google Drive link?
yes
Seriously... did you include your Game Design Document?
yes
Is your game set to Public so we can see it?
yes
Tell us about your game!
you have 3 potions.
red
green
blue
the idea is that the enemies has secondary colors based on the light spectrum as their eye color. You have to throw the correct colored potion to make their eyes white to destroy them.
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Comments
I think this is a really neat concept, and really enjoyed the lighting and effect work! I think the light detection might be broken though, as every monster seemed to take a different color than what their eyes represented (I.E Purple monsters defeated by flat green, yellow defeated by purple etc) so it was a bit of a guessing game to figure out which color to use. I also really would have loved some sound, but without it I still think its fun!
thanks for the feed back, yeah we didnt have a ton of time for a tutorial or music, but the basis is that you throw the color thats missing in the RGB values to create white. so yellow is made with red and green so you have to throw blue, and cyan and magenta similarly need red and green . We want to continue working on the game in our free time and eventually add 10 fleshed out levels with an actual tutorial and sound.
i like the lighting. i would play it more strategically if the enemies spawned with constant eye colour and you had to choose the right projectile before attacking. at the moment i find the cycling colour hard to parse. if the enemy colour was constant you could potentially make them more dangerous if shot them with the wrong projectile or similar on theme ideas.
nice work
thanks for the feed back! yeah we want to eventually make the spawners do more than just a single color. Currently this was more of a technical feat to see if we could do it. Making the enemies all sawn with different eye colors and then making the damage type based on that color took some experimenting.
But the idea of a rotating potion selection sounds fun too!
Pretty cool idea with combining colors to get white eyes. Good job!
Thanks!