Cool style and I like this idea of parrying enemy attacks. Encounters didn't feel very dynamic due to the lack of enemy movement and/or verticality, though. I wish this had been explored more. Your levels feel kind of haphazardly put together; I think this could be improved by mapping out the things you want to teach and challenges you'll put the player through, then doing paper drafts before doing anything in-engine. Way to go with game feel stuff like screen shake! I didn't see enough of that in this jam.
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LIGHTVENTURE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #7 | 4.000 | 4.000 |
Sensory | #20 | 3.692 | 3.692 |
Overall | #21 | 3.692 | 3.692 |
Metroidvania | #28 | 3.538 | 3.538 |
Execution | #29 | 3.538 | 3.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Construct 3
Team/Developer
IT ONLY ME!!
External assets
Kenneys platformer grass
Comments
Hello,
This is an excellent game! It really plays well. Parry feels fantastic. Tutorial and humor are nice. Even wall jump controls great. Level design is well done too for the purpose of the game and for its gameplay and mechanics. I think the game could benefit from adding a couple of branching paths to have less linear feeling and some more exploration.
It's great, congratulations!
Cheers
PS: don't hesitate to try to finish our game :)
Dude nice!! That played quite a bit smoother than I expected from the videos. I thought it would be a lot more twitchy and fast, but it played really smooth! I somehow missed the dash upgrade so I got stuck at the dream blocks, but I had a lot of fun getting up to that point. Really excellent level design! Whenever I missed a jump, the platforming was fun enough I didn't hate having to backtrack or redo parts of it. The backtracking after the double/wall jump was also really nice. Excellent work!
Crazy game, it definitely has a unique style. The mechanics all work very well, I just wished there was more use for the dash, you get it pretty late in the game. Speaking of which, it was weird how you can miss the ability and get to a point where the game tells you to dash but you can't do it. Thanks for having a difficulty selection, it's always good to have such an option.
Hey there! The mechanics have been well thought out in this game, I enjoyed learning them and manoeuvring myself around the map. Felt I was decently in control. Also tops to you for including a mini-map helped a ton! Having these mini tutorial modes each time you earned a new ability was super nice too and must have taking additional effort. Around the elevator section 'something amazing' is where it got a little hard for me but might just be me. I reached an area where I think I might have needed dash and I didn't have it yet after going top left and climbing over the red blobs there is a row of them on the ground and I had to take damage. I pressed O but I couldn't figure out the dash command. Also in the same room I fell down into an area you can get stuck, but I just pressed R so not a big deal. I spent a good half hour on the game and from what I played of has tons of potential, a little sugar rushy too which I always appreciate. Wall jump my fav ability thus far!
thought the location of the dash might be more confusing than other powerups so the location is shown in the robotic structure map by two blue arrows, so you dont need the dash for the blobs on the floor just pogo off of em, and for the wall of reb blobs you have to go up first and destroy the bomb nuke thingy??, then go back down and see that the wall of blobs are now dead, now go down again and eventually youll find the dash ability after you find that go back up to the area of the bomb nuke thingy and go right, there are dream blocks there where you can dash into em, it may be a little confusing but if you want to know how to beat it i reccomend watching the playthrough video i did of it in the desc of the itch page
This was really fun great job! I loved the wacky stages and all the visual effects, and all the wavy text at the end. The abilities were cool and it felt good zipping around with the dash. I really enjoyed it!
The +
- Whoa the camera is dynamic!
- Character control, attack and ability: cool
- Nice to be able to choose your difficulty
- A map, great!
- Multiple bumps
The -
- Some graphical bugs
- The tree can be killed quite easily by sticking to it
Really good experience
Okay, I love this so much, and it just has so much stuff that appeases to my platformer biases, it was really worth waiting the definitive version to play x3c
Aesthetics are super awesome, I really love me some psychedelic, abstract and colorful stuff, the sense of identity here is over the charts!! Granted, there are a few places here and there where the deco mixes in with the foreground, but they are very few, so no big deal. Some sounds are still way louder than others as me and some other people pointed out on discord already, like how for some reason the menu music is way louder than the in-game music, but oh well, it's surviveable. Speaking of music tho, that part is great too! I love it.
Gameplay is also all of good that there can be on a platformer honestly, altought it's not perfect sadly. Main offender here being hitboxes, that all feels very big, and sometimes even janky, altought there were few moments that was an actual issue, I think the bomb looking boss projectiles were the biggest outliers here, everytime I got hit by them it looked like they killed me before actually touching my char. Speaking of projectiles, It would have been really appreciated if you could actually differentiate the projectiles you parried from the ones you didn't, that was a genuine problem on the first boss since it's literally impossible to tell apart wich bombs are good and wich are evil.
The dash is definitelly the star of the show here, but it's a bummer that it didn't get a lot of time on the spotlight in the end, since there isn't enought space on most places to really use all of it's shenanigans, nor there were many challenges that actually used it after all (I understand this was the fault of lack of time tho). One thing that was very noticeable tho, mainly on the second-to-last strawberry screen, is that the dream blocks and high speed collisions were still pretty broken. That doesn't affect most of the game, but that room in specific felt very unstable, since a lot of times I would just phase throught the non-dream floor and hit a spike (Wich, for all the Celeste influence you got here, I wish you would also have gotten inspired by the fact on that game the spikes doesn't hurt you at all if you're moving to the direction they're pointing at, and there this is not exclusive to dream blocks).
Another minor thing worth mentioning, the switch on the robotic structure is really not intuitive, I had to look up your walkthrought video to know where to go, because for a moment I tought that weird crate I destroyed was supposed to give me the dash ability, but it bugged and the item didn't spawn (It REALLY didn't help that right next to it was a giant text telling to me dash onto the dream blocks lmao, it just made me EXTRA sure that box was bugged). Be sure to give a very clear indication as to when something important happens off-screen, otherwise your player will just be confused.
Lastly, I couldn't finish the game because I knockbacked the final boss to the limbo, and the save system is a lie, it doesn't work at all x)
But no worries, I'm more than willing to play this again later, I just needed to take a break and also didn't want the gameplay video to be too long. And speaking of wich, voilá!
Also, I really appreciate the addition of no-hit mode btw, I know it was a last minute thing, but still xDAlso, this comment might look very negative because I had a lot of things I wanted to nitpick on, but that's because this is the kind of game I wanna see strive, that's one of my personal fav entries here x)
I did, nothing happened. Altought all I needed to know was that R reseted the room tbh x3
You should've listed that on the page
(Btw, I really wonder how you made those hitboxes now, because I also use Construct 3 so I know they shouldn't be super time consuming to do at all (at least not some super improvised ones))
Ey!! I made some tests by playing my own game that had a saving system, and I discovered that the problem with that all along was my browser.
You see, I've been mainly using Brave lately because it's the browser my brother invented from I don't know where and setted as the default on my laptop, but since it's not part of the main trinity (Chrome, Edge and Firefox) I assume it might have some sort of conflict with however Construct saves stuff for html.
So yeah, you shouldn't worry much about that, fixing this might be way more trouble than it is worth. I tested on chrome and there it works just fine.
I like the aesthetic a lot! It feels pretty good to play but some thoughts i had were that it didnt really need variable height based on how long the button is held, i only say that cause i always felt like i was going to reach a one way and then i didnt and i didnt even realize i just had to hold the button to get up to it. I think the wall jump tutorial might be a little tough. Also colliding with reflected bullets still has the screen effect so you might want to remove that, im guessing you already know about that . It is very fluid and fun though overall!
fun, had a tough time with combat! I was wishing the missiles I can shoot back would damage the enemy I was reflecting them at. also a lot of shake on a hit, hard to stay on the platform. but other than that great pacing and fun to bounce around and explore!
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