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A jam submission

Lights OutView game page

A platformer in a cave where only one light can be seen at once.
Submitted by Bennett Johnson — 2 hours, 10 minutes before the deadline
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Lights Out's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#574.6104.610
Design#1544.1224.122
Overall#1964.1224.122
Originality#7593.6343.634

Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
(+1)

One of the most impressive games I've played in this jam. Definitely some polishing to do but I had fun! 

Developer(+1)

Thanks for playing! Sorry about that out of bounds bug on the last level there. And you were playing so well! 

The sign asking you to jump down was kinda stupid, I meant for it to be some random, ambiguous text but it made a lot of players jump into the spikes and that’s no fun. 

Ha, I definitely did interpret that as an instruction. But yeah, it's great for 2 days work, there's a lot of potential!

Submitted(+1)

Dude, that music was absolutely amazing. The soundscape was so interesting, that I can't help but dedicate this comment to it's amazingness. There's heaps of other great stuff I could be talking about, but I connected with the place through the sounds and music. I did unfortunately clip out of bounds by hitting a moving platform at the wrong angle, but still an awesome production!

Submitted(+1)

Wow, I liked this one a lot! Congratulations. The game design is so good that you don't need those text. Did you do it all yourself? This seems (considering the length of the game) like a  work of at least 2 people, and feels like a whole short game. Congratulations!

Developer

Art and programming was me, music and sounds were done by my brother (he’s not on itch)

Submitted(+1)

One of the best executions of the "one light" theme I've seen this entire jam, if not the best. This is one of those submissions that makes it really easy to visualize it as a finished game with just a little spit and polish. There was a lot of good level design especially when it comes to platform spacing and telegraphing that I really appreciated.

For things to be improved, the biggest thing I can recommend is that the hitboxes could have been a little more forgiving; I had plenty of stomps that felt like they should have been valid that ended up being deaths. Other than that, I did manage to accidentally escape the level geometry at one point (it was dark, I have no idea how).

A very good showing though, demonstrating some pretty strong platformer fundamentals. Top marks!

Submitted(+2)

I don't know if I made it to the last level
I somehow managed to get outside the intended area by jumping on an enemy in the dark, and clicked the wrong button to reset the level and quit the game instead :'( 
(the level starts with a bunch of enemies on single step poles to the left, each pole has a light in the middle, failed it about 9 times before the accidental reset)

the game has really challenging platform segments in the dark and the music was great
would have liked a slightly more forgiving enemy hitbox when landing near their head rather then on it
loved the double use tourches puzzles to advance

Developer(+1)

Sorry about that, I should've had the game double check that you wanted to quit before shutting itself down. I do think you were on the last level, that one has a bug where sometimes too many enemies spawn in the same spot and I believe that the vertical speed you gain from landing on one is additive so landing on the broken spawned stacked enemies launches you way too high into the air. That level definitely needs checkpoints as well. Thanks for playing and apologies about that last level, it was a bit rushed.

Submitted(+1)

definitely something that takes a lot of practice.
The concept has been done well, though it's really unforgiving. I didn't mind on the first few levels but a full reset later on was fairly brutal. Despite the difficulty I don't personally think this really needs much changing in terms of the actual design, but perhaps some checkpoint markers might help on the larger levels (and maybe better character visibility in the dark).
Still, a challenging take on the theme and one I'll likely come back to after voting to finish~

Developer(+1)

Thanks for playing, I'm gonna fix some of the annoyances shortly after the jam ends!

Submitted(+1)

Fun game! Really neat idea to make the monsters visible using their eyes! Though I would like that you never needed to jump into the dark. The player should not be punished for not knowing what's coming. Though you solved that great in the level where you put an enemy on each platform as a hint where it's safe to land! Also cool that some lights serve as switches.

Submitted(+1)

I liked it, that was fun.. but I found some moments was too hard for me to jump when it's dark.. loved the art! Good job!

Submitted

I liked it, that was fun.. but I found some moments was too hard for me to jump when it's dark.. loved the art! Good job!

Submitted(+1)

Fits the theme well. Some of the consequences and puzzles that arise from only having one light source are well explored and interesting. Using enemies to indicate where platforms were, for example, is really clever. Unfortunately it was let down by very punishing hit boxes (getting them right is essential, especially if you can't see the enemies!) and a lack of checkpoints. An example of a platformer that got the balance between challenging level design and checkpoints right is VVVVVV, and I feel that if you adopted I similar design philosophy (perhaps having checkpoints at each torch would work? ) your game would be elevated. The presentation was phenomenal, it really added to the atmosphere. I particularly liked how the first time you saw the enemies they were just red eyes in the darkness!

Submitted (1 edit)

A challenging platformer! The one light gimmick is used alot better in later stages where the player has to memorize some platform to platform distances while treking in the dark.

 One of the later levels is super long so dying once makes it frustrating and jumping in to the enemies isn't always in favor of the player with me and the enemy killing each other sometimes.

Developer

Yeah that level is the last one and the most rushed. I mentioned in another comment that I wanted to make the last one a bigger challenge but making it longer without adding checkpoints isn't a fun way to add challenge.

Either way, thank you for playing!

Submitted(+1)

Very good game! Very polished too, amazing music, visuals and everything else!
Great job, I'm impressed with how much you managed to do in the space of 48 hours!

(- Amy)

Submitted(+1)

Really awesome project. Nice music, visuals, pretty amazing overall! I actually got so scared when I had to run into the shadows at some points. Nice job mate!

Submitted (1 edit) (+1)

Incredible level design!!!

Developer

Thank you!

I really like this, and the look-and-feel of the game is fantastic. Most of the comments I would have had have been covered below, but the one thing I think I would add is that I would have bound interact to E or F, and mapped jump to space. Other than that, nice job. ^^ Lemme know if you take it further. :)

Developer(+1)

Will do, and thanks for playing!

Submitted

Pretty cool game. Seems very polished for game jam standars so congrats on that!
I would say, on the design part, I was hoping the unreachable torches will always have a reachable torch underneath (and also, I was trying to find platforms to reach those torches only to realize they are between the walls lol),  they may be as decoration but I got confused by them cx.

Developer(+1)

I put those torches in so you could tell if you're moving in the dark, but I'm thinking something other than the torch that you activate as the player could accomplish the same goal. Thanks for playing!

Submitted(+1)

Good game with even better visuals, but thats not what im here for so lets talk mechanics. The use eof light and shadows is great, the level plays with the players paranoia of being unsure what is solid ground; many times this errs on the side of bad level design (like telling you to take a leap of faith and getting spikes) but most often there are marks or enemies to show you where to step. 

Onto enemies, i started loving them, showing their eyes in the dark is a good merge of visuals informing design, but as time passed i starting detesting them, the hitbox are really bad, many times i get killed if im not perfectly in the center of the enemy and in a long level it makes it unfair.

 Onto the level now, this has me split, long levels, no checkpoints and instadeath are usually a recipe for disaster and adding leaps of faith that get you killed to the mix it made me rage more than once, on the other side of the coin it makes good use of the mechanics and tricks the players expectations in good ways, knowing that youll have to go back with little to no light is fun.

Theme, it does the one light at a time thing.

Originality, the one light at a time is done a lot, even more frequent in 2d platformers but being also switches is interesting and the innovation comes on the tight level design.

Developer

Thanks for the feedback! The last level is quite long, maybe a bit too much. If any level makes the game need checkpoints, it is surely that one. I wanted a bigger challenge for the last level, but in hindsight, making it longer isn't a very fun way to add challenge. I think I spent a bit too much time on that level and didn't give myself enough time to test it out. I do agree that the enemy hitbox needs a bit of work, in my playtesting I also found that I would sometimes die when jumping on one, and it felt like I should've stomped it.

I do feel a bit bad about the spikes on the bottom of the pit, I should probably ditch that in a later update since the few people I've seen play the game were annoyed by it or simply didn't notice it at all.

Anyway, thanks for trying out the game and for leaving a detailed review!

(+1)

15 stars.... open your pocket and take it... 

plz release the full version on steam..am ready o pay... 

all the best for the rest of the jam
return the favor by Trying mine and leave your feedback: https://itch.io/jam/gmtk-2019/rate/431948

Developer(+2)

Thank you, that means a lot. I have lots of ideas on how this game could be expanded!

Submitted

Yeah, expand it! I'll be waiting

Submitted(+1)

Pretty good and fun game, it's really challanging and interesting levels, which shows the main idea of the game very well. The only thing I don't like - collisions of monsters, it feels they're a little bit bigger than the monster sprite.

Submitted(+1)

Very nice game controls! I had fun playing it! I liked the sounds and the pixel art as well.

Thank you for making this game!

Developer

Thanks for playing! I’m glad you liked it.

Viewing comments 28 to 9 of 28 · Next page · Last page