Okay -- as I promised, here are my thoughts on Beacon. I'm sorry it took me so long, I really wanted to give it my full attention.
More than as a couple, but also as a team of newly anointed game devs (which is a title you've both earned), you just took your first steps down a promising path. I want to congratulate you both for deciding to compete in this game jam and acknowledge that, though it likely wasn’t easy, you followed through on this huge time commitment. Hats off to you. I am so proud of you both and have so much to say.
In roughly chronological order, these are some of the many things I enjoyed:
- Controller input and keyboard input both worked. Way to go, Xelti!
- The magical particles in the tile sets, the cape swaying as Mote walks, and the little amulet Mote wears were details that all felt special.
- The music reminds me of my fond time with Minecraft and its peaceful setting. It's akin to discovery and calm, for me. Love, love, love it.
- The glowing plants were a special touch. Not only do they remind me of one of my favorite flowers -- Lily of the Valley -- they also act as information sign posts, akin to a wooden medieval sign.
- The shadow monsters look so goopy and creepy! I just animated a similar looking creature, and it sure was hard work even drawing just a few frames. I can see the vision for what they might look like in the future with more time to animate them, and I think they’re a great starting point! Can’t wait to see how your creatures evolve.
- THAT BEACON LOOKS INCREDIBLE! The inspiration from “Oddworld: Abe’s Oddysee” is shining (no pun intended) through its design and absolutely nails that “tribal” aesthetic. That is a stylistic choice I believe you should absolutely run with. Seeing more assets like that would totally add to this atmosphere and there are so many engaging directions you could take that in when worldbuilding.
- The howling wind sound effect that you hear on the top of that hill was also a nice touch – it was an audio indicator that I was at a high elevation.
- The tall shadow creature’s design is so fun. And the hug was so special, eyes closing and everything – great job on the animation, Chelly! I’m assuming this creature is the “keeper” of the beacon? You nailed the cool factor when the beacon keeper poured out of the inside of the beacon as the player approached. It even seems to return to its container after you walk away. There’s a chance I misinterpreted that, and that animation is just the beacon turning on and off, but I choose to interpret it the other way. Xelti, great work on coding that encounter! Animation and coding go hand in hand for much of your game, and your teamwork especially shines through at the top of that hill. It’s soooooo cool
- Through the NPC dialogue, I could see what you described in your game design document being reflected in the world. I think continuing that narrative would be fruitful. Imagine if the other citizens are not only complacent with their suffering and sadness (since they’re not actively doing anything to fix their situation), but actively fight YOU to prevent you from ending it for them. Change is difficult, and some folks would rather leave things as they are – even if that leads to their continued suffering.
Are you planning on implementing fighting mechanics similar to those in Hollow Knight? I am completely aware and understanding of the limitations of the game jam, so this is more about my curiosity and continued interest in the development of your game. I enjoyed Hollow Knight so much and played it at a time in my life when I needed to hear messages like the one you ended the game with: “Always share your light with others when you have light to spare. No one is alone…”. This is such a heartfelt way to send off your players, and it truly meant a lot to me. I will always welcome games like Beacon that tug on your heart strings just enough. And with that, I leave with you a final bit of encouragement: pursue this dream of yours, and don’t be afraid to take the next steps. You’ve already come so far!
<3 Enteal