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A jam submission

Lights Ghosts and SpikesView game page

Platformer where you toggle lights to change the environment
Submitted by samu1407, L3m0n_P13, iainmcclosky — 2 minutes, 46 seconds before the deadline
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Lights Ghosts and Spikes's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#14.1764.176
Overall#63.7313.731
Controls#73.7943.794
Accessibility#143.2653.265
Theme#164.1764.176
Originality#213.6763.676
Graphics#253.7063.706
Audio#263.3243.324

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1.1

Wildcards Used
N/A

Game Description
Platformer that you toggle lights

How does your game tie into the theme?
You toggle lights to be able to advance

Source(s)
N/A

Discord Username(s)
L3m0n_P13,iainmc.,samu9887

Participation Level (GWJ Only)
1(this is my personal second) as a team 0

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Comments

Viewing comments 20 to 1 of 25 · Previous page · First page
Submitted(+1)

Fun puzzle platformer game. Nicely done. Good use of the light/dark mechanic.

Developer

Thanks for playing :)

Submitted(+1)

OOh, it was fun. Very good platformer and good use of the two world states

Developer

Thanks!

Submitted(+1)

I really enjoyed this game. The music and sounds fit well together and had a bit of fun in the main menu screen with the changed pitch between changing buttons :D. Cute style.

Only bit which is weird, and caused some deaths (due to not realizing), was that the collectibles are not picked up whilst in the air. Didn't get the last collectible due to that :(.

Developer

Hey thanks for playing, yes its very unclear, my plan was to make a shader for them but ran out of time, the last collectible is actually a trap so the player goes to the end screen lol

Submitted(+1)

I like the little sound effects as the bulb jumps, and when you pickup the collectables. I was initially confused by how you pick the collectables up - I didn't know that it's only confirmed as collected only after you touch the ground, and I only figured that out in the ghost rooms. Was there a particular reason for this design choice over immediately picking it up on contact?

I liked the usage of platforms and the ghosts being used depending on the light state. I was confused in the room where you had to jump through the platform in order get ahead of an advancing spiked wall, as it wasn't well telegraphed that I could jump though the thinner platforms. A possible improvement would be to make these types of platforms a different colour. 

I would have liked to seen more levels that include both the platforms and the ghosts.

The music is rather fitting for the setting and also because of the ghosts - it gives it a haunted castle vibe. I like the sprite artwork - It is very useful that the spikes have a white border to help them stand out, and that the harmful things are the same colour to make it intuitive to the player that they are detrimental.

A straightforward, light-switching platformer.

Developer(+1)

Hey thanks for playing and for the feedback ! The main reason I made the collectables compute only when you touch the ground was so the player wouldnt just fall in the spikes on purpose to get them instead of my intended way, its very obvious in the second screen where you could just drop in the spike pit and get one(if there wasnt this mechanic). I would also like to make a level  with both mechanic but we almost couldnt submit so...

Submitted(+1)

Very fun game. I like the game dynamics introduced for each level. I enjoyed playing it to the end. What can I say, great work and excellent level design, a concept with great potential that must absolutely be exploited.

Developer

Thanks!

Submitted(+1)

Great game.  I wanted more levels when I finished.

I think the jumping while bouncing movement could use a little enhancing.  I ended up holding down the space bar while bouncing to get through all the ghosts.  Not sure if that was intentional.

Another thing that could help is give a little more platform/spacing when re-appearing.  There were a couple times where I just fell on spikes after dying because I was still holding forward.

I feel for this microphone(?) thing and hope they find what they are looking for.

Developer

Hey thanks for playing ! The bouncing was a bit strange indeed becuase if you press space and release it you would get a shorter bounce due to the accelerated fall speed, its not necesary to hold/press space you bounce automatically but its not explained so... I completely agree with the checkpoints,there should be some more room as the player respawn instantly.

(+1)

This is another platformer using light as a mechanic to change the state of the level.

The collectibles found in each level will only evaluate as collected after you return to ground. There is also a greedy uncollectible object which will always get you killed.

White ghosts bounce you, red ghosts kill you. Ghosts only appear while it's dark.

Wall sections are capable of moving depending on the light state, but they are abandoned in favor of ghosts as the game progresses.

It's a simple and competently made game. Shoot higher, and come back in January!

Developer

Yes thats a good summary, thanks for playing.

(+2)

These puzzle mechanics were a neat twist on the theme! I also really liked the sound effects and music. I’m not sure if sometimes collisions weren’t registering, though? For example, sometimes hitting spikes did nothing or bounced me up and sometimes they made me restart the level.

Developer

Thanks! The spike collision and the player hitbox are both very generous(both smaller than the sprites), but it could be a bug that we havent found while playtesting, especially this bouncing behaviour could definetely be a bug.

Submitted(+1)

Very cool concept, great take on the theme and good execution! Finished it with 17/25. Jumping felt a bit too fast and not bouncy enough for me, and for some reason some of the pickups wouldn't pick up 😯

Great entry! Congrats

Developer(+1)

It gaves this impression indeed but the pickups are only colected after you touch the ground, I was goinng to add a shader but didnt have time, thanks for playing and for the feedback !

Submitted(+1)

Really fun, good job!

Developer(+1)

Thanks!

Submitted(+1)

the control feels so nice!

Developer

Thanks tried to add every "mechanic/polish" I found about platform controllers :)

Submitted(+1)

Really fun game and cool mechanic, I somehow managed to get stuck in the floor from a moving platform.

Developer

Hey thanks for playing, it also happened with other people, we even found it while playtesting but I couldnt fix it or find the problem exactly.

Submitted(+1)

Really fun game!! The light mechanic is really nice to play with!

Developer

Thank you !!!

Submitted(+1)

Fun game with neat level design. Good job.

Developer

Thanks for playing, is the firt game I had to do level design so I tried to follow the basic as much as I could.

Submitted(+1)

wow really fun game! good job!

Developer

Thanks for playing, im glad you had fun :)

Submitted(+1)

The best game from this jam i played until now!

Developer(+1)

Wow thank you very much!

Submitted(+1)

nice job - I enjoyed playing. Clever light mechanic that really made it fun!

Developer(+1)

Thank you for playing !

Submitted(+1)

Very good art!, the implementation of the theme is a little bit wierd but i guess it works fine. In one of the scenes, i turned on the lights while my character was on a platform an it got stucked in a tile lol. It's always a good idea to put a reset button when you are working with platforms. 

Developer

Hey thanks for playing I actually removed the reset input for the pause one and didnt realise, lesson learned :(

Submitted(+1)

Creative take on the theme. A classic genre with a twist, I like it.

At first controls are a bit confusing. Personally I'd switch jump and light toggle.

When switching light I often got stuck in the wall, without a way to get unstuck - I don't think there is a way to restart the level, as if you died?

Nice pixel art and audio that fits well with the game.

Developer(+1)

Thanks for playing and for the feedback, we got this bug aswell when playtesting but I couldnt find a way to fix it, for me it happend when I locked fps at 20 or lower, so I think there are too many collisions happening in a single frame and you get "pushed" into the wall. There was a way fo restarting with esc but I removed it last second to put the options menu and didnt realise.

Submitted(+1)

The movement feels great.

Developer

Thanks!

Viewing comments 20 to 1 of 25 · Previous page · First page