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A jam submission

Elowen's LightView game page

A relaxing infinite platformer. Cultivate the landscape for magic to restore your companion.
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Elowen's Light's itch.io page

Post Mortem
https://juzek.itch.io/elowens-light/devlog/444460/devtober-postmortem

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Comments

Submitted(+1)

The platforming is fine, the controls are responsive and it's pretty easy, except for some times when you exit the house and fall through the ground for some reason, also chuck 7 (or was it 53?), the one with the snail climbing a pillar, is impossible: if I jump of the pillar, I can't reach the next platform, and it looks like I should jump off the snail, but it doesn't work, the character just gets pushed to the side, after which she sometimes remains in the state of falling even after reaching the ground, and is not controllable. This goes away after pausing and unpausing game, though.

Can't say much about pacing, cause I didn't get too far. I managed to complete the big mushroom's quest and got a pod, that, I suppose, should allow me to double jump, but I couldn't figure out how to use it.

Some other things I noticed:

  • Sometimes it looks like the platforms are cutting right through your house and it doesn't look good.
  • A picture with a plant appeared on the top of the screen, and I have no idea what it's supposed to mean.
  • Bloom on the sprites at night is too strong sometimes, so that you cannot see their exact locations, and it gets hard to avoid them.
  • The web build is inferior to the desktop version in every way: it has lower fps, less responsive controls, too much camera zoom and no music.
  • I'd prefer to disembark the house on my own terms by jumping off the porch instead of being flung or dropped on the ground.
  • Separate animations for the protagonist chilling on the porch are cute and are a nice attention to detail.

I think that's it, I hope my feedback is useful.

Submitted(+1)

Here are some hot takes in case they help:

Thanks for the controller support. I didn't play on a controller today, but it usually makes a huge difference in my enjoyment, so I look for it and appreciate it.  Also the platforming was achievable  - no super hard jumps (at least for what I played), so that was a relief. I'm not particularly skilled, and many jam games kill me with upfront difficulty. Not here though! 

There was a longer-than-expected delay between when my character overlapped with the power-ups and when they were collected. If the collection action were more immediate/faster, that would feel more satisfying to me.

I also started feeling  a little disoriented/dizzy when doing the platforming, after about 10-20 platforms. It seemed like the camera was jumping up and down vertically, more than it needed to. If there were a way to avoid the aggressive vertical panning, I'd appreciate it. (Maybe zoom out, or expand the bounds that would trigger panning?)

Developer (2 edits)

In this jam, I am primarily looking for feedback on the pacing and the platforms.  The music, and art are more or less final. The dialogue is not, so don't worry so much about that.