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A jam submission

Project Light Spirit - Christmas Patch 2019View game page

Another metroidvania, featuring a light spirit maiden.
Submitted by lightspiritdev — 1 day, 3 hours before the deadline
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Project Light Spirit - Christmas Patch 2019's itch.io page

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Comments

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Developer (2 edits) (+1)

Hi.

Viewing this while at work and yeah, that game crash is more frequent than I thought. I will fix this ASAP when I get home.
I'm terribly sorry.

I'm just going to completely remove that enemy type that's causing that bug at this point.
EDIT: I have fixed the issue.

(+1)

Here you go
Developer (1 edit)

Thank you for playing!

I should explain, this game is meant to be like Castlevania games such as Symphony of the Night, Dawn of Sorrow, etc. Rules like enemies responding after leaving a room or being able to cancel attacks with dodge are a part of it and I won't change it. (I also don't really know how to make enemies stay dead after leaving the frame in Clickteam Fusion...) I also don't think Castlevania has ledge forgiveness, but I will need to check to make sure if that is a thing or not in the games. I hope to be able to explain all the moves without using text or graphics. 

Older games you were able to figure it out by just messing around or with intuitive level design. Granted, this area is a bit further in the game and not the intro to the game.

Sliding downhill will be a double tap I think to fix the crouch on slopes.

So, the controller only works if it's plugged in before launching the app (having it read for new controllers while running the game is making the game lag for some reason). This was tested only with an Xbox controller though, so I don't know how well it works with other controllers. It is VERY MUCH basic at this moment and still plenty to figure out but the demand for it was just so high I had to take the plunge.

Adding controller support has broken a ton of the consistency to inputs. It's just Clickteam Fusion being dumb and I will have to find alternate methods than the one I have right now. The input for backdashing/dodge for example was always instant before adding controller support. Things also like automatically jumping during walljumps while holding jump is because I don't have a flag reading if the button is held so that will be added. More than likely though I will just have to redo it all.

Map will be added to the upper right if I can figure out how to consistently do it. If I don't know how, you will always find it in the equipment menu screen. It works in the Abandoned Mansion.

I'm removing the projectile and reworking it completely. I honestly hate it, it's a thing from the very first build I tried to keep but it's just bad in general. I'm stuck trying to keep it making sense in the world but I know functionality first before making sense of it.

You passed a save point when you were in the tower section with the (not)medusa heads. Any room that gives off a white glow in the entrance is a room with a save point. That previous room is a fast travel room that I should of blocked off for this demo.

Again, thank you for playing and taking the time to record. The video footage is great to see how people approach different things and how they feel about it. I can see why it takes literally months and months for game developers to playtest everything.

"I should explain, this game is meant to be like Castlevania games such as Symphony of the Night, Dawn of Sorrow, etc. Rules like enemies responding after leaving a room or being able to cancel attacks with dodge are a part of it and I won't change it. ... I also don't think Castlevania has ledge forgiveness, but I will need to check to make sure if that is a thing or not in the games."

Indeed, I've played SotN, and a couple of the GBA Castlevanias. The influence is obvious, and it's great! The game already feels super authentic to its inspiration without being completely identical (I love the Megaman X-style wall jumping). That being said, I must express that I hate this way of thinking. I don't think anything should be done in game dev purely for the reason of "that's the way games in the past did it," particularly when you have clear options to improve upon it in front of you. Of course, my suggestion was only my opinion about it, and you will (rightly) make it the way you want it to be. 

For whatever it's worth, I contributed to this project a while back: https://arikado.itch.io/clarent-demo

I've tried using an Xbox 360 gamepad and even when connecting it prior to launching the game haven't been able to get anything out of it. Once you have proper gamepad support and have worked out all the input issues though I'll be looking forward to trying this again. It already seems like a lot of fun, just the controls are killing me currently. 

By the way, a good way to make sure the player doesn't miss a save point is to force them to go into it. This would be an especially good idea to do with the game's first one.

Developer

Further investigation, controller seems to work on my end though it is wired and the buttons changed to something I did not set them out to be (pushing down on the R control stick opens the menu like what the heck no). Will have to see how else people do it at this rate. I need to make a system that is able to just recognize any controller.

Yeah, definite note for the save point.

+very good bgm

+nice character animation

+movement feels very nice

+most graphics look pretty good

+rolling jump is nice

-player has a pretty meh design despite being well animated, worse than all of the enemies

-player has meh color scheme

-some enemies are hard to tell apart from backgrounds

-collision with dive bounce is wonky, I got hurt a lot when I should've just bounced

-sfx is meh

-bgm does not loop properly

-sometimes holding jump does auto wall jumps, but its inconsistent

? how was I supposed to know you start with an air dash

? no bordered windowed option

? stabbing straight from roll looks awkward, maybe make a rolling slash?

? wall jump pushes away too much

? pause menu is buggy, likes to already have swapped from main when I open it

Developer

Thank you for the feedback!

  • thank you!
  • thank you!
  • thank you!
  • there's plenty that can be improved, but many thanks!
  • that was something that initially wasn't intended, but I made it a feature
  • I refuse to change the character design but your feedback is noted
  • The color scheme will not change
  • Enemies do sometimes get in the background and that has been a struggle. Mainly it's because of the flatshaded nature of the game. Over time this will be improved once more areas are created.
  • will look at the collision for this move a little closer. Might need to make a part of the character hurtbox turn invincible since it keeps getting snagged when it hits an enemy
  • I have no sfx design experience. Been just using Famitracker. I'm sorry
  • BGM will loop in next major build
  • Bug due to some controller support coding. Will fix
  • Play around with the controls I guess. In the actual game it is a power up you discover and it would of told you how it works with a room for you to practice in. If you can do something on the ground (rolling, backdashing) you can do something in the air possibly
  • Definitely will add bordered window option. Thank you for pointing this out!!
  • I like this move suggestion and will play around with what moveset possibilities it could provide
  • Wall jump pushing away will be adjusted, I still need to balance it so you can't just wall jump up on one wall
  • This is due to holding the button, another problem from controller support being added. It will be fixed
Submitted

Dope game! Cool style, battle maids are awesome.

- tryed to change controls, but melee stayed on C
- tryed change back to default, it turned out that when I press up/down it changes upper/lower bind instead
- " ' " button won't bind
- camera glitched during intro when I pressed space, dialogue didn't happen and camera weren't following
- consider limiting range of projectiles
- didn't know how to use the key on gate, no buttons or attacks had effect, but maybe this is just a demo restrictions
- please don't do this 'Esc exit' thing, it is very annoying, especially when you have lots of menus, you already have exit through enter menu, or if you want have quick exit you can just spawn message like "Exit game? Y - yes, N - no."

Looking forward to see more!

Developer (1 edit) (+1)

Thanks!
I was waiting to see how much everything would break lol. I will take a look at these when I'm home this evening

- Will fix
- Will fix. Getting rid of the controls file will fix that for the time being
- Huh. Will look into that further since I was able to bind that
- I might have some debug stuff still turned on...
- Projectiles are going to be overhauled along with enemies
- Keys on gate should be just walking through them
- ESC is another debug I left on I forgot to disable. Sorry!!

Developer

This patch adds the beginnings of controller support and settings now save.