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Lumennati's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #25 | 3.600 | 3.600 |
Theme/Limitation | #36 | 3.600 | 3.600 |
Overall | #44 | 3.380 | 3.380 |
Graphics/Animation | #61 | 3.400 | 3.400 |
Fun/Design | #70 | 3.300 | 3.300 |
Technical Implementation | #73 | 3.000 | 3.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Use Lumen - the fire spirit - to power and destroy the many obstacles in your way to the exit
Team Size
Solo (1)
Completeness
Complete Game
What tools did your team use to construct the game?
Godot Engine, Aseprite, Laigter, JSFXR
Which art and audio did you / your team NOT create?
All Music. Tileset and Character Art. Stock space image
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Comments
The general atmosphere, especially the music, is pretty nice and I like the concept of the game.
The controls could need some improvement. The jump is too fast, it needs more airtime and control. The movement is a bit to slow. I wasn't even aware that you can run. I tried it with the controller and the button layout was a bit weird. Totally playable but jumping with B is rather unusual.
The energy system or heat system was fine. It's nice to have some sort of limitation to your abilities but if you run out energy you can just move the previous room and pick up the energy orbs that respawn. Balancing such system and "puzzles" is hard but in the case you can just basically grind your way back to full energy to continue.
For your first platformer this is totally fine. Making a platformer feel really good is hard work. I think with some minor improvements would improve your game a lot.
Overall a nice entry. Good job!
Thanks for the comments and detailed feedback! Very useful comments, I will try to work on the controls for sure to make it better for whatever future projects.
Good game. The atmosphere is great.
The regular walk mode seems unnecessary to me, and it's tedious to always press the shift button. I didn't understand when the bumpers are actually make me jumping. The targeting is unnecessary too, or you must use it to turn up the heat even at distance (witch can make interesting puzzles).
Other than that, the game was fun to play. Congratulations.
Thank you for your comment! Glad you enjoyed it!
I think you are right with the walk/run mode - perhaps best to invert it in the future. In the original builds, a lot more of the jumps required more precise jumping with no chance to build up speed, but as I balanced the game it became less necessary.
Adding an auto-target for closer targets is a good idea - especially as currently there is no use for Lumen other than going towards targets.
This game had a really nice atmosphere to it. i might be the only one but I feel as if the character is a bit too slippery to control and I had a hard time platforming at times. I was also playing on keyboard so it might be easier with a controller. The addition of alternate endings isn't something I see in a game jam to often and allowing the player to challenge themselves with it is really nice. it would be interesting to see what would happen if you were to expand on this game in the future
Thanks for the comment!
Creating a good platformer controller from scratch is quite a challenge as I found it this jam - something that definitely needs to be refined alongside the level design rules. I came up with the alternate ending idea precisely for what you said - I wasn't too sure if I could balance the last challenge with the timer well enough so gave an option to skip it and an easy way to get back to that location from the ending screen.
We'll see what I decide to do in the future ;)
This game had a really nice feel. The biggest problem I had was the controller layout - my bumper is broken so I had to multitask and press U a lot (my problem) but the buttons were an on choice. I would press A to jump out of instinct and so as nice as the slinky movement felt I spent most of my time pressing the wrong buttons at the right time. The use of the heat to operate stuff was nice and I enjoyed the challenge. Over all a really good job
Thanks for the comment and the kind words! Definitely the controls were one of the more criticized points - if I work on anything further this will certainly be on my priority list.
I Like The Game, Though The Art Doesn't Feel As It's From The Same Artist, The Control Feel Wierd To My German Keyboard.
Thanks for the comment! Indeed, the art isn't the same - it's the first time I've properly done any pixel art and was unable to match very well the art style.
What was wrong with the controls for the German Keyboard? I understand it's a different layout (I've used it myself) - I had set the game engine to use the physical key location rather than the actual letter although I didn't say anything about it. Did this not work or did the keybindings just feel weird otherwise?
Very cool game, the focus and theme go hand in hand. The controls are a bit finicky at times and the tasks get a bit repetative. Other than that, very solid platformer!
Thanks for your comment!
It's my first platformer so I really appreciate what you said - getting the controls right seems to be an incredibly fine art. I've gained some ideas now on how to improve it if I do another in the future though!
The control was awkward, and some jumps felt too strict.
The game looks cute and has nice audio.
Thanks for the comment!
It's my first time writing a platforming game so working out the specifics with the jump and level design were brand new to me. I've been thinking through what might be issues and I have a few ideas based partly on what you said and others. If you have any more thoughts and you have any time, then please let me know.