Play game
Against Eternal Night's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #60 | 4.143 | 4.143 |
Art | #115 | 3.714 | 3.714 |
Originality | #214 | 3.286 | 3.286 |
Is the graphics 1 bit? | #215 | 4.500 | 4.500 |
Overall | #244 | 3.268 | 3.268 |
Gameplay | #262 | 2.750 | 2.750 |
Music | #478 | 1.214 | 1.214 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Please enter the age limit.
13+?
Write down what effects you used.
used addition and subtraction for transparency and outline on sprites, Very little use of effects otherwise,
Leave a comment
Log in with itch.io to leave a comment.
Comments
I'm not sure whether this is meant to be an action-rpg or a walkathon. It felt like it had aspects of both. I did like collecting the light lotuses to power up, but I was confused about the dragons. They didn't seem to be much of a threat, and there was no way to really disable or damage them? I did like the art, though.
I know you said you ran out of time for sound but sound is vitally important! Next time, make sure you set aside a designated time for sound design as I would argue it is just as important as gameplay and visuals.
Thanks for creating!
I'm glad you enjoyed finding the lotuses!
Well it's supposed to be a stealth-action game with some elements such as the lotuses which are basically a combo of pieces of heart and magic upgrades from Zelda. and yes the dragons can be temporarily disabled by hitting them 3 times if they've seen you or the light you shed recently, or once if you sneak around their detection radius and hit them before they caught a whiff of you.
This game was really great!
I'm glad you liked the game
Fell free to also give mine a try, it just got updated.
It's cool, but damn it, I expected that there would be more various mechanics at the game jam
Thanks for playing.
Though, to be fair, when the theme is "Light and Dark", there's a strong direction people will tend to go, while there's still plenty of ways to go, people will generally gravitate to just a few, and I'll admit I went to one of the more literal and common interpretations.
The intense darkness, powerful dragons, and fast-burning light all lend themselves to an incredibly oppressive atmosphere. You really feel like any moment can be your last, desperately scrounging around for keys and lotus, hoping the dragons don't spot you. This feeling makes the final fight all the better, where you finally get to turn the tables on the dragons.
There are a few things I think would improve the game. Stunning the dragons should disable their hurtbox so you can walk past them directly. Dragons probably shouldn't be able to follow you to the next screen, so some bounds would be nice. I lost a run due to transitioning screens directly into a fireball, so something to prevent that would help.
Great job!
Thank you! I'm glad you enjoyed that final fight!
I'll admit though, there was more than a few bugs relating to why those didn't happen (the dragons not deactivating once off screen, or during a screen transition), they would disappear or fail to reactivate when resetting their initial position and alert level and I wasn't able to fix it in time while also making the game completable. Unfortunately, I don't really have time to go back right now.