Very good game! Enjoyed it a lot. I like the music and sound effects, and how the music changed when it went black. Really like the design of the characters and the backgrounds too. Thought it fit the theme very well too. I got a bit frustrated at the single tile platform part, but my game had that same issue so I can't really say anything lol. Also I didn't find myself using the lights on the way back at all. I feel like I could still see everything in the dark. Great job!
Play game
Lights out!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #19 | 4.210 | 4.210 |
Overall | #20 | 3.935 | 3.935 |
Music/Sound | #32 | 3.839 | 3.839 |
Technical Implementation | #39 | 3.806 | 3.806 |
Fun/Design | #43 | 3.887 | 3.887 |
Graphics/Animation | #46 | 3.935 | 3.935 |
Ranked from 62 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game utilize the limitation and theme?
The player must collect some light bulbs, go to the end of the level and return to the start.
What was your team size?
You worked alone
Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)
Comments
this game is A W E S O M E!
i want to ask you some q
how you made the keyboard remapping system?
how you made this light system (and if it with surfaces how it worked with moving camera)?
how you made the jump through platforms?
i need help on all of that because when i tried to do them i coudnt (you said that you are using gamemaker 2)
Thanks a lot!
Yes, I use GameMaker.
The keyboard remapping system is controlled with an object that contains an array with all the default inputs and the current inputs, this data is constantly being fed by a save file with contains this information using GameMakers ini files. Then I update these files on the KeyChange_Screen when player wants to. Check out this video of how to manage save files in GM!
The light system is with surfaces. When game starts it creates a black surface that overlays with some alpha the application surface and everytime a player enters a room the surface is resized to this rooms dimensions so the camera doesn't affect it. To make the effect of light in the dark I apply a shader that I made to the surface. Here's how it works: for certain objects the light system creates a white circle centered on them on the black surface, and with the shader I make that just the black part shows off.And finally, programming jumping through platforms was somewhat tricky for me, I first made this platforms as a solid that just checks collision if player is above them, but then I also had to make a function that checks of this relative to the nearest platform using nearest_instance() because it was checking this with any platform not just with the below the player one.
I hope I gave you a decent answer to your questions.
Thanks again for checking out my game! :D
Your game looks really good! I like the lighting/shadows and the artwork. I also like the way that instructions are introduced.
The presentation in this game is on point!
I had a bug were when I tried to jump left, I couldn't use the light. I had to memorize the whole levels in the dark. (Maybe because of my keyboard since I was able to light up while jumping right.)
So the speed run levels were for me a pain in the neck (especially in the dark). Also, maybe you should have made the character less slippery. If you made this game in unity, it can easily be achieved if you decrease the "Horizontal" axis gravity in the input menu. If in construct 2 you can just decrease de deceleration.
Also I don't get it why we have to hold V to light up the lights and it doesn't light up automatically.
It would have been nice if you put the music on loop and not reset it after every game over.
Sorry if I sound too negative, I think your game is amazing and maybe the best one of the game jam. The jump felt good, the graphics were a really enjoyable to watch, good level design. And while the idea was basic, I think your execution was amazing!
You didn't sound negative. Your recommendations are really on point!
I think I need to tweak more the deceleration value to make the player be less slippery, but about "why always hold V" it's because on some advanced levels you need to let go the V to be able to manage well the light bulb special ability.
I'm planning to keep the music looping as you told me.
But in terms of the light bulb mechanic of holding it, it's really necessary to stay like that because of the following light bulbs abilities, that depend of if you hold it or not, and its decisive on the levels completion or not, but this mechanic it's explored on the 10 last levels.
Thank u so much for playing my game and for giving me feedback! :D, I'm happy you liked it.
Also, I'M HAPPY YOU GOT TO THE FAST LEVELS hahaha not a lot of people get there :)
Wow!! great work! awesome game, multiple levels, the theme to go and back to same but different level is nice, love you menu design. really hard and nice platforming at beginng. love the style of the atmosphere. and the lighting.
love the tutorial and how you incorporate the mechanics.
Only one thing to improve, when you need to go to collect another bulb with time limitation, the timer should be visible, so player can know how much time is left.
one of my favorites!
The light bulbs never break. It's more of a requesite the fact of collecting all of them, but not necessarily useful. But the holding mechanic it's explored more on the last levels, where it's crucial to know when to hold the light bulb and when not.
Thanks for playing my game and for the feedback! I plan to update the light bulbs use on future development.
Wow.
I just gave you the highest score I've given out tonight.
Your game is exactly what I was hoping it would be from the pictures.
My only criticisms are:
-You need some coyote time, I kept falling off platforms I was trying to jump from.
-Since holding the light in front of you is so critical to moving through the level, does it's noise have to be so loud? and can it be a toggle instead of a button hold?
The art, level, and sound design are great.
The platforming mechanics themselves just need a little tweaking.
WOW Thank uuu!! I'm so happy that you found my game so great!
Thanks for the feedback, I was trying to implement something like what you said on the jumping, but I didn't know it was called coyote time. Now that I know I can get ideas on Youtube of how to implement it, maybe with an alarm. Also I'll be checking the light bulb's noise and I'll lower it more, haha it's actually pretty loud.
Thanks again for your feedback man! I really appreciate it and it'll make my game better soon.
Really good game! The level of polish is incredible, given the time limit! The audio and light effects are great and the puzzles are too. My only gripe would be that the platforming-heavy levels were a bit frustrating because the character felt a little too slippery. Great work!
While a little bit more of a "common" idea that I've been seeing of the go to place and then walk back the bulbs and the changes to the level after getting there does a good job of keeping the gameplay fun. The one issue I do have is the camera movement when you change directions as it is really fast. However I really got to commend the menus that you have as they are very well done. The music is pretty good, and while you didn't do the sound effects those also worked rather well. The art is good as well.
Overall very well polished with only one rough edge for me.
WOW, I love it!
The only (and very small) thing I think you can change to make the game perfect it not having to have to hold "V" to use the light bolt, it didn't feel comfortable to do that and try to jump at the same time.
Nice job! Your game is very polished! The concept of the game is good, and the music very good, I worked with light too.
It was fun!
Hey this is really polished! I liked the concept and it fits the theme extremely well!
Leave a comment
Log in with itch.io to leave a comment.