Really fun idea! Flickering lights was fun!
I think the main thing I'd like to see is how far you can push this concept, and to clean up the character controls! Other than that, keep it up! I'll follow you to see what you do next! <3
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Lightless - Only One Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #246 | 4.053 | 4.053 |
Originality | #298 | 4.132 | 4.132 |
Design | #374 | 3.789 | 3.789 |
Adherence to the Theme | #378 | 4.237 | 4.237 |
Ranked from 76 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Nice! I like how it introduces new mechanics over time. The flickering of the lights was atmospheric but caused a lot of frustration
Cool game. Lights flickering even though they're on are a genious if somewhat frustrating inclusion. Platforming mechanics and double jump input time could be a bit more polished to make up for tricky and narrow angles of the lights.
Cool idea! I really like the use of lights to give player abilities!
How did you manage to make the sadow solid with the green light?
Thank you for your feedback! I'll explain to you the technical side of the shadows (considering you know Unity) :
- First, I check for every platform in the light (not just the transform.position but every collider.points because if maybe just one part of the platform is in the light, it still needs to show that parts shadow)
- Then, for each platform, I get all the collider.points from the Collider component of the platform
- I then create an List of Vector2 directions for each point of every platform in the light. The direction is point.position - light.position. Here is a drawing for your understanding:
- After, I multiply the collider.points with their corresponding direction and the light.length (collider.points[i] * direction[i] * light.length). This gets me another sets of points further down the line. Here's a drawing :
And it works with platforms anywhere:
- Now I have a set of 8 points per platform in the light. The only thing left, is putting the points in a PolygonCollider2D. But theres a problem... Some of these points, are not wanted in the PolygonCollider2D, we only want the exetrior points, and not the inner ones. Because with these unwanted points the collider would be ineeficient and sometimes wouldn't work. But those points change depending on where you put the platform (do some sketches and you'll see that isn't always the two lower ones as we see in this sketch, it depends, really, trust me ;) ) :
- To find those points I used a ConvexHull Algorithm or a Gift Wrapping Algorithm to find them... You can check out the video below for further details. It basically just to find the outer points of a set of points, like gift wrapping.
- After using the algorithm on the points, I put them in a PolygonCollider2D
- I then have a script, that converts the PollygonCollider2D points of a GameObject into a mesh using the mesh.vertices and mesh.points, etc.
- If I want the shadow to be solid I keep the PolygonCollider2D active, if not I disabled it.
Hope this helps you understand how the shadows work. I was really proud of what I manage to do, so I was very happy when you asked your question! Thank you! :)
Your game really has a lot of potential, and the light color mechanics are both amazing concepts on their own, yet could pave the way of a bigger title!
In my opinion, the levels need a bit too precise jumps, and the bottom-right green lightbulb's shadow on level 6 doesn't make any sense, and works against the concepts of the game. At the beginning of the same level, the first walljump is a bit clunky, since going perfectly up makes you bump the platform. Also, collisions with the walls make you enter them a bit, making you blink in and out of the walls a bit, which is just details at this point.
This game is really original, creative and perfectly matches the theme. However, I will still have to deduce a star in design due to the lack of polish and the presence of a few bugs, leaving still a near perfect rating!
Pretty good little game, interesting idea that the player can't double jump unless there in the light. there where moments I was able to turn multiple lights on at the same time. Will say switching could be interesting if selecting a light was tied to a arrow keys, or each light had an assign button. That could lead to puzzles where players need to switch between lights on the fly in game. Again solid little game.
Really great game. I found the mechanic of the double jump to be a bit irritating, however I loved the idea of the green light and its shadow being solid. Great work!
This idea is really fantastic. The green light/solid shadow mechanic in particular is incredibly innovative, I don't think I've seen anything like it, awesome job!
I wish there was a way to scroll through the level and see what lights were coming up; it felt like for some of the longer levels it would take me a few tries to just see that there was a light coming up that I needed to click. It also felt like the double jump was a little unresponsive, but that might just be me being bad.
There's a lot of really great design here. I really like the mechanic of turning a green light off, and then immediately turning it back on once the shadows are beneficial to you. Excellent work!
Nice and interesting platformer. I like the idea and the level design looks good and the polish is very good for a game made in 2 days.
The only complaint i have is that the physics are weird at times and the controls sometimes are a bit unresponsive, most notably the double jump that works just fine with spacebar but using w or up arrow sometimes doesn't actually register. this doesn't break the game or anything so i'm not mad about these issues.
Overall, pretty good.
Once I started, I couldn't give up lol Quite addictive to get through. Smart level design too especially toward the end. I was a bit concerned the lights would just going to be to illuminate the play area but double jump, wall jump and solid shadows, and having to change them mid jump really added a challenge.
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