Wow, this game looks great and is a lot of fun! I liked that the goblin's fov was lit up and that they had footstep sounds to let you know they were getting close. I also liked how you taught the button mechanic with the elevator before it was used in the next section. You paid a lot of attention to user experience and it shows! Good job!
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Lost Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #17 | 3.800 | 3.800 |
Controls | #20 | 3.280 | 3.280 |
Overall | #23 | 3.349 | 3.349 |
Graphics | #24 | 3.600 | 3.600 |
Fun | #24 | 3.360 | 3.360 |
Accessibility | #24 | 3.040 | 3.040 |
Originality | #27 | 3.160 | 3.160 |
Audio | #28 | 3.200 | 3.200 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
v3.4.3 mono
Wildcards Used
I feel small
Game Description
You are the lost light traveling to find your home. Beware! There are monsters near!
How does your game tie into the theme?
The main character is an orb of light. The enemies are larger than the player, so I figure the wildcard fits.
Source(s)
N/A
Discord Username
Cadoink (Chris)#9597
Participation Level (GWJ Only)
5
Comments
I played it all through the end and it was a refresher for me because you don't usually see stealth games in jams. I really like the sound effects when you light stuff up as well.
Though I think the game would greatly benefit from walking sounds of the goblins and there is some kind of static noise for me (or perhaps that's jsut on html5)?
P.S: I also really like it when you're on top of the world and can look down on the goblins smuggingly
Thank you for the kind words! The goblins did have footstep sounds, it was my first time using 3D audio, so things might not have been as good as they should be. The audio got kind of messed up by the HTML 5 export resulting in a lot of static and popping sounds. I think there may have been some inefficiencies with loading some of my shaders that caused some really bad audio stuttering in the web.
I'm glad you noticed the goblins in the background. I tried to pick camera angles that would give you a look at them walking around in the background after you had gotten past them. :)
Nice and atmospheric, and an impressively large 3D world for a jam game!
I love the glowing fireball I wanted nothing bad to happen to it immediately after starting! Lovely entry, would like to see it fleshed out into a full game perhaps.
Last 3D game I made people struggled with the camera control, so this time I took the control away. 😅I tried to prevent the issue you ran into by keeping the currently pressed direction going until you change directions, but I am sure there is a more clever way to do it. Also made sure not to go further than 90 degrees at a time.
Thanks for the kind words! Glad you liked the grass and menus. :)
Just beautiful! I'm impressed by what you managed to acchieve with shaders and animations in such a short time.
Really nice game. I enjoyed playing it. Good graphics too. Loved it! I was just missing some music.
I immediately liked the art style, which creates a great atmosphere with the lighting :D It's very cute when the little orb hides and the animation on the goblins when they catch you is great too. Gameplay is fun and engaging as well. I really enjoyed playing your game :)
Such a fun game to play through. :) Reminds me of the castle guards in Ocarina of time! Puzzles are certainly on the easy side, but it's such a nice area to walk/float(?) around in so I don't mind. Nice work on getting it to run in the browser so well.. my 3d stuff never seems to run well, any tips?
I really enjoyed the camera transitions, especially the top down part, gave the environment a new look and feel. I think with some more mechanics this could be fleshed out into a fuller game. Hope you continue it! Congrats on another solid submission.
Hey thank you! I am glad you enjoyed it, and picked up on the Zelda feel. I was imagining something Zelda-like aesthetically. I'm glad the game was on the easy side! My last entry seemed to be too hard! I'll find a sweet spot eventually. :) I'm also glad you enjoyed the different camera angles! I was very excited about the top down hedge section.
To get stuff to run as well as I can in the browser I do the following:
- Use GLES2. I think I've seen GLES3 work in Firefox, but it seems busted in Chrome. Unfortunately GLES2 doesn't look nearly as nice and has limited features, but it runs way better in browsers.
- I try to keep vertex counts and draw calls low. So for example, the grass in the game is using multi-meshes, and I'll often combine objects into a single mesh to save draw calls like the pillars and walls are merged together. I believe all the hedges are just one single mesh.
- I try to keep collision shapes as simple as possible. I think pretty much every collision in this project is either a simple box shape, a capsule, or a cylinder shape. You get less nice collisions, but much better performance. With a sphere character like this, I think it works fine.
- Finally, there are ways to reduce the number of materials. I often use a single image with a color palette that most meshes share, and then shrink the UV's to the color I want to use. I started out just using solid colors, but now I make each square of the palette a gradient to get some variation.
Hope some of that helps! I'm still learning!
Yes amazing, thank you so much for the detailed reply. I've taken notes. :P
I'd say I've stumbled at the first hurdle this time. GLES3 was on by default and I didn't think about it. GLES2 does not work (look right immediately) on this jam for me, so I might just leave it. Good idea to consider it early in development in the future though. I definitely prefer to have something playable in the browser, as do most players prefer as well. :)
The game is very fun. The player's model looks especially good. The sudden camera shifts did confuse me a bit and there were some audio issues, tho that might be due to me playing in the browser
Thanks for playing the game! Yeah the camera moves are jarring. I tried to ease this a bit by letting you continue in the direction you were previously moving, but then switching the orientation of the controls once you change direction, but its still a bit janky.
I think the audio issues are the browser. The audio is decent on machine, but pops a lot on my laptop. I found some Godot GitHub issues about it, but maybe there is something I could have done to make it better.
I'm glad you enjoyed the game!
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