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What did this game do well?

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It was great that there are more than one way to reach the green square. Also, the limited vision is implemented so well.

The art style and music choice and sound effects are consistent and attractive. The player movements is natural. The lighting is cool

I like the art style and the light management elements in this game.

Players will be given with a vision every certain time and this enable player to either 'play safe' to wait till next luminary or 'play aggressively' with limit vision.

Basically including platformer game element with light management is a new way to thing, and this remind me of some platformer game I've played before when character enter a cave or something.

This is fun to play and it will be a good game.

This game has very great animation system and graphics effects. The visual effect showing the darkness is great.

Lighting and atmosphere felt great, and I appreciate the time put into the models and design of the level

Visuals are very satisfying, movement feels good

The game looked very nice, both the player and enemy animation and the background.

I think this game did the theming well. The art and music makes the player feel like they're in this big dark castle. I also think the player's walking animation is done well and is pretty fluid.

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What could this game have done better?

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This game might be better if there are several green squares so that the game can be played longer. Also, I feel like it is kind of easy, so probably having more enemies or traps might be good.

The game's objective is not clearly stated in the game. It is also way too easy and does not require any skills to finish the game. Sometimes the player can finish the game without the flashlight ever turning off

Currently the level seems too easy for me: cause player is able to do multiple jumping on the air and this significantly decrease the level of difficulty. Maybe add a limitation for player in this circumstance? or either only enable jump when on ground might also be another consideration.

Next, as a new player, I'm not very clear about what this game is going to do. I know the mechanics, but I don't know what the goal is. Maybe add some instruction in the game instead of add them in the description, for example said reach the treasure point or find the treasure somewhere in this map, will help.

For the enemy, currently only the vision is help to detect the enemy movement. Maybe add some source audio effect to the enemy so that when enemy is reaching, the sound is getting louder will help: In this case, players will be nervous and they have an alternative way to learn something is approaching. For now, notice enemy with vision and disable players vision regularly seems a little bit conflict to me is not an alternative alert is provided to player.

As summary, this game will be fun to play when several things is updated. Good job on this!

The game's goal and the controler can be more compatible. Currently, the jump has no cooldown, making the map very easy to explore in a fairly short time without much penalty.

It was a bit confusing playing the game like I didn't really know what the main objective, also the controls felt a bit heavy and hard to control so I think a little brush up would really benefit you.

unclear goals

Dying instantly reloaded the scene which felt a little jarring so added a death screen would help transitioning. Felt pretty short too.

I feel like this game could've explained the game's rules better. As I was playing I wasn't sure on when the lights would turn on or off, and it would sometimes seemingly happen at random. Also, I'm not sure if the player is supposed to be able to jump as much as they want (like an infinite double jump), if so, I suggest that they should consider limiting the player's jumps to have them think more strategically about the jumps they make. Also, I feel like the player's speed could be adjusted (it feels slow) and the enemy collisions could be fairer.