What a gem! Both art styles executed well, and the seamlessness of swapping between modes quickly to handle puzzles was impressive (even in browser). Adding some collectables for folks wanting to challenge themselves is always a nice touch in a platformer. Great entry, nice job!
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Legend of Lu: Remastered's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #21 | 4.075 | 4.075 |
Theme | #47 | 4.000 | 4.000 |
Presentation (graphics, audio) | #63 | 4.204 | 4.204 |
Originality | #136 | 3.581 | 3.581 |
Ranked from 93 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
We took the creative liberty of applying the theme "mode" through the remaster mode switch mechanic and building the entire idea around remastered game vs. original game playthrough. Player is playing as a streamer tackling the challenge of playing 2 games(classic and remastered) at once with one controller.
As we build the game with the original vs. remastered in mind, the mode switch affect the entirety of the graphics and audio. Switching between them also affects various elements in the levels: enemy behavior, rotating platforms and spike traps.
There are also two difficulty modes: normal and hard. Hard mode offers more challenges with a secret reward in the end for those who dared to try ;)
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For those who wants to do all the fortune cookie collectibles: There are 11 in total. 10 hidden in normal mode, and 1 from finishing hard mode. You can check what you've collected in extra section of the main menu. We didn't have time to add completion meter but if you want to try to unlock all 11 good luck!
Comments
Really really well done. I've seen the two-worlds-with-slight-differences idea in plenty of released games, but frankly your framing of a remaster and its original is much better than all of them. Super clever, and delightfully pulled off. Also the platforming was really nice! The puzzles felt rewarding to pull off, and weighing the trade-off of using the staff as a helicopter vs as a platform.
A couple performance hitches, mainly slight freezes at various points, but those went away quick enough. Good job, a great jam game!
I agree with a few of the minor gripes in the other comments (mostly overly stick wall jumps) and the boss fight seemed to be bugged for me so unfortunately I couldn't see the ending (I could beat the first guy by stagger locking him but the the second one just went invincible and changing modes did nothing besides stop/starting the platform).
Overall though this was fantastic, I loved the little touches like having a different aspect ratio on the 8-bit version, really increases the overall charm
I love platformers, so this was a real treat. The platforming was very solid, maybe the enemies could use some more work.
This was fantastic, great work! Both the retro swap and staff mechanics were really satisfying and fun to play around with. I'm excited to come back and try hard mode later!
Wow, this is one very impressive jam entry! The artwork and level design are so good, and I can really tell that you guys iterated early and often to arrive at the best possible player experience. I love how the mode-switch affects both platforming and combat. The staff throwing/bouncing mechanic is really well-designed and fun too. This game is just plain amazing on every level!
Really tight, really fun. Loved the retro graphics almost more than the remastered ones!
This is really fun, I liked going for all the collectables
The pause screen was also great
Just a couple nit-picks:
jump height gets reduced when on downwards moving platforms which doesn't feel good
the staff recalls automatically when flying off screen so I sometimes accidently throw it right as it came back
This was so much fun and had so much polish! I really enjoyed the music switching between modes, that was brilliant!
I do my best to read all the comments on a game before commenting so I don’t say anything too redundant. Your game has had me reading the most of any I’ve played so far!
I love platformers. I’ve never played The Messenger and perhaps the controls are close to it, but I wasn’t a huge fan of how sticky the wall grabs felt. But that’s really the only platforming mechanic gripe I have. The movement feels great, and I love the small things like being able to jump higher/farther only if you’re holding the staff.
Graphics-wise, it’s already been said but the two styles are very nice. My only nitpick would be I wish there was some clearer visual indicator of which platforms/spikes would move when the mode was changed.
You guys already mentioned that the boss was one of the last things you were able to work on, I would’ve loved to have seen what you could have done with more time! I was confused while playing the boss on hard mode, it took me a long time to realize I needed to switch modes during the fight because the normal mode didn’t require that.
Hard mode was a nice challenge! Very much reminds me of Celeste B/C-sides. I think it was a great idea to take parts that might’ve felt difficult during playtesting and move them to their own dedicated level. Nice reward too ;)
Side note, I appreciate you guys not slapping an obnoxious fisheye CRT effect on the retro mode, it always hurts my head when I have to play games like that lol
Thank you for playing and commenting on our game! And for checking our comments too? That's dedication on reviewing.
On the boss: in classic it's supposedly the same having to hit back and forth pattern tbh, maybe it's a bug? :/
We almost did with the CRT filter to be honest, but we decided against it and reduce the lines too to make it easier to see for continuous play.
Good job on finishing hard mode! ;)
Really great game that seems to be just the right length, and dificulty. Really hard to manage that in a jam, so fantastic job! Visually very appealing. I do think animations could maybe be improved, but understandable for the time constraint and two visual styles.
Yeah I noticed the animation felt off too and I was thinking to fix it but then I'm like oh well it's ok enough maybe and I just leave it be and move on to the levels before I began perfecting things and taking too long and give myself a burnout
Was thinking to do it if there's more time/energy. But energy definitely got drained by the end of the jam.
Thank you!
Very clean and very classic indeed! Feels very polished, controls smoothly and plays well. At first I also thought you had remastered a game, which I also get is what you're going for but also just confused me greatly at first, searching the internet to compare it to the original. Part of that is because while I like the remaster mode as a concept, it doesn't feel like the actual gameplay mirrors this. The graphics and music change to a lovingly crafted retro-look, but it makes less sense to me that the platforms would be in different places or would swap around, which for me feels like it has very little to do with remastering.
I'd have liked to see a deeper dive into the use of that theme, perhaps needing to use modern platformer convenient gameplay mechanics like coyote-time to overcome difficulties the 'original' version could not, or changing the way the character moves. Adore the music, also enjoy the idea of picking up concept art, fun to get some more insight into how it's made.
Also props on having settings and re-mappable keys at all!
Some small feedback notes (please view these in the context of having accomplished a great game!)
The original control scheme (S+Shift+Space)is uncomfortable for my hand, it doesn't feel quite natural with the S and Shift being so close. Pressing 5 times Shift on Windows is also a default shortcut for enabling sticky keys, which is unfortunate.
When using the staff for jumps near walls, sometimes the character would cling to the wall a little too easy.
The triple jump feels great when making horizontal distance, but due to having to hold it longer for higher jumps it doesn't feel as satisfying to use for making vertical distance, usually only reaching about 0.8 times higher than my original first jump using all 3 extra jumps.
Some even more minor things: The whole game is keyboard-controlled, but the menus are mouse controlled. The menu also immediately told me I had to switch to remastered mode to see the extras, but I hadn't even learned how - Perhaps this text could only be visible in the retro menu.
The 1controller2games and streaming menus were a bit lost on me. Many remastered games have this option, and it doesn't really feel like you're playing 2 games at the same time, but switching between them. This would have made more sense to me if both were visible at the same time taking the same inputs (which could be a mechanic all on its own!)
All in all a great entry to be proud of, congrats to everyone on the team!
Some really good points here.
The concept is a little messy you are right. We started off with a slightly different idea to what the game eventually became. In the initial concept we had more of a focus on puzzles and more ideas like having to make use of different enemy AI or different geometry.
However when I experimented with some of those things I wasn't really liking them anymore and the mechanics had shifted more towards a precision platformer with a "modify world" button.
And yes the streamer concept was also left to the wayside a little. It was always supposed to just be the theme and the meta narrative but there were a lot of ideas that we didn't manage to implement or decided against, like typing in a streamer name, some dialog lines for certain game events, etc.
About the movement:
the wall jump is a little too sensitive yeah. I think I should have made sure the player is actually holding the direction towards the wall to initiate the wall sliding state.
And the double jump should probably add momentum and not overwrite it. It can feel a bit awkward when you are double jumping out of a staff bounce and it eats all your momentum.
Thanks for the feedback, it is greatly appreciated.
I legitimately thought you cheated and just remastered one of your older games for the jam at first. Impressive work with this. Really like the flow of the mechanics. Well done
Nice game! Great controls (if a little stiff at times) and level flow.
I had fun! The mechanics and fundamentals are good if a bit stiff. Being able to switch between original and remastered modes during the menu and credits too is a really nice touch; I appreciate details like that.
This is fantastic! Great creative use of theme, I really liked that the game actually needs you to switch between modes to solves puzzles. I ended up playing much longer than I planned to.
Initially the game froze up playing in browser but after that I only got minor hiccups when switching between modes.
Cute game! Loved the concept and the execution was really well done. Funny that the remastered version has impossible to complete areas that you need to revert to the old game to beat. I know that's the point of the game and mode but it's just funny to think about. haha Great job!
This was a greatly balanced platformer puzzle game. I really enjoyed the different ways I could solve areas with the mechanics you gave the player. Only thing I would change in a post jam build is the camera controller. I think having the camera pan down a bit when you have sections where the character is falling would help. Just so that you don't blind jump, which can be hard in a platformer. There is not much other advice I can give because this game was so darn good. Great Job!
Incredibly well fleshed out game, really good platforming mechanics that takes everything it throws at you and tests you in different ways.
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