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INVERTED LIGHT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #31 | 4.091 | 4.091 |
Creativity | #61 | 3.455 | 3.455 |
Overall | #68 | 3.182 | 3.182 |
Audio | #76 | 3.000 | 3.000 |
Gameplay | #104 | 2.727 | 2.727 |
Technical | #108 | 2.636 | 2.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Rule
Rule A
Only used the colors black (#000000) and white (#FFFFFF)
Theme
Yes
This game follows the theme "You only realize the value of something when it's gone."
Original Art
Yes
Created own art
Original Audio
Yes
Created own audio
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Comments
I have a few issues with this (with all due respect of course):
1. I wasn't sure what I was suppose to do. I didn't even know that I could move to different areas, and continue to complete my quest.
2. Never start off your game with a bunch of text explaining the backstory. I mean, you can have that in your game. But don't explain what the story is, when I haven't been taught how to play the game.
3. A.I. tends to spawn at completely random spots in the level, that at least two times some of them spawned right on me.
4. This one ties with number two, but I was unfamiliar with the U.I., that I didn't even know that I had a health bar the whole time.
In a more positive note, I like the rogue-like style you were going with and the visuals do look nice. I just think the mechanics and A.I. need a bit more polishing.
I gotta say, this is a pretty cool concept. A game where you forage for items and avoid monsters through randomly generated rooms in vein of the Binding of Isaac. I do have some critiques though.
The biggest one is that I'm not really sure what purpose the torches serve. I thought they would be used to ward off monsters, but they just walk past them. They lit up a little when I stand near them, but I didn't really stick around long enough to see if something changes. Not to mention that you don't replenish your torch supply between deaths, and monsters rarely drop them, so I don't really have that much opportunity to experiment with them. If you explained how they work and what buttons to push for them in game, I apologize for missing it. If it isn't there, I quick run down of what does what at the start of the game would be nice.
Another thing to note is the User Interface. It took me a few deaths to notice the health bar. Even though it seems everything the player need is on the hud, I rarely get a chance to see or examine them because I need to focus on avoiding monsters. It would be nice if the health gauge popped out more. Like it being bigger for example. And on a part of the screen that's easier to look to, like one of the top corners. Just keep in mind that the player has little time to look at the hud, so making it easier check in the midst of running would be nice.
Also, due to the random generated nature of the game, sometimes monsters would appear in front of me to no fault of my own. And thier fast speed and how much damage they deal sometimes leads to cheap deaths. Sometimes, my skills isn't a factor, it's my luck. And that could frustrate some players. Especially those who have particularly bad luck. I feel that should be balanced a little. Maybe the torches where implemented to alleviate that a little, but If I can't figure out how to use them, then how would other players fare? Not to mention the low drop rate of torches. I feel that adjustments can still be made to make the random generation less frustrating and more fun. It's exciting to not know what is next and having to react to it, but not having to ability to control your outcome can run thin after awhile.
And that's pretty much all I got so far. I like this game a lot! It has a good style and it's technically sounds. I like how respawns are quick and snappy and having intense music play when you are half way is a nice touch! Good job! And I look foword to seeing you improve in the future!
Thank you for your comprehensive review. Yes, I have long considered whether or not to replenish the torches when a player dies.
Torches work as a protective barrier and the idea is that the player should lure monsters into bonfires or torches or put torches where the enemy is standing, which would kill the enemy.
We know about the bug about the monsters appearing near the player we just did not have time to fix it, sorry(.
Thanks again for the detailed review, I will definitely listen to your comments and in the future will try to pay more attention to balance and design.
So that's how they work! Alright, I should also note that the collision detection of the fires are not responsive all the time. Monsters would run past bonfires sometimes. I'm not sure if the hit box is too small or what. And since none of the torches worked for me, I guess the torches has the same collision problem.
Also, if you want to look up examples of UIs, try looking up the Quest for Glory Series. Platformers in general are also good with keeping the essential stuff easy to see when needed. Even dungeon crawler games like Zelda and even Binding of Isaac can help. I think what made it easier to keep track of things in those games is that the icons are larger, and they use pictures to communicate the player's status faster then just processing numbers in the mist of action.
I wish you luck!
I really like the game, because I love randomness and the weird creatures are so much well done made. It's tense to play...and it's awesome...
When you have time, play my game too:
https://kamo-art.itch.io/the-dark-memories-of-a-blind-past - (WebGL version)
https://kamo-art.itch.io/darkmemories-blindpast-wbuild - (Windows Build - more fixes in comparison with WebGL build)