Played game on stream here: https://www.twitch.tv/asfunasfun
Nice work!
| Criteria | Rank | Score* | Raw Score |
| Overall | #3 | 4.143 | 4.143 |
| Use of the Limitation | #3 | 4.238 | 4.238 |
| Presentation | #4 | 4.238 | 4.238 |
| Concept | #7 | 4.095 | 4.095 |
| Enjoyment | #7 | 4.000 | 4.000 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
3, 2 made the game and someone helped us with the cover art
Software used
Godot engine. Aseprite, jsfxr
Use of the limitation
Main goal is to not let your lamp get empty
Cookies eaten
20
Played game on stream here: https://www.twitch.tv/asfunasfun
Nice work!
This has personnality! Music, SFX and graphics are simple yet effective and well-thought, and work well with the concept of the game that can get quite tense. Great job.
polish graphics, the dungeon is nice,and the enemy gives some challenges, great game
You really nailed the atmosphere, the lighting and music were so perfect!
Wow, great idea, amazing atmosphere - the music, graphics... Love it!
Fun game , I was really into the atmosphere, love the concept, I just laughed when i realized I was haunted by Purple among us.
Good work.
This is a fun game. Its pretty easy to play. The art and level generation fit really well.
I was drawn to the cover art and when I clicked to play the game, was just amazed at the whole thing. The presentation is so polished and gameplay is so smooth and easy to understand! Great game!
HELP ME THE ENEMIES TURED INTO AMOGUS HEEELLLPPPPPPPPPPPP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The art for this, both the cover and in-game, is just *chef's kiss". I've never seen dithering applied how you did it - it created a very convincing light source while staying purely without the bounds of pixel art and foregoing effects, which I really appreciate. The fact that it can shrink is a really nice touch.
The SFX were also really engaging. Retro SFX can be a really slippery slope between old school and annoying, but these all felt very pleasing and crunchy. The music, while soft and ambient, creates this very mysterious and soothing mood that I really like. I felt myself relaxing and settling in while I played it, which sucked me in just that bit more.
The procedural levels are also really nice. They're well built enough that I'm really not sure how much of it was hand-crafted and how much was purely generated. Did you hand craft blocks and generate them together? Did you use an intricate algorithm to dig out paths? I have no idea - and I think that's great. With most other games it's fairly obvious, but this strikes that perfect balance of random and controlled.
Now that I think about it, the lamp fading places an interesting, turn-based time limit on each level that isn't obvious at first glance. Paired with oil items and keys spread about, and it adds a surprising layer of decision making, where I find myself questioning whether to go for a key and search for a door, or take a separate route where I know I spotted a lantern earlier.
Great work! This definitely deserves more ratings.
Thanks a lot for your kind words, it's very much appreciated! You are giving us too much credit for the SFX tho, kinda put what jsfxr spat me out in 30 mins so I'm really glad it didn't sound so bad, you know how jams can get haha.
Yeah! I think world gen was a really REALLY downgraded version of what The Binding of Isaac does, we have a set of rooms that get placed randomly one next to the other, then we spawned MC in the center and the the exit in the furthest posible square.
This is awesome! I love the idea of the shrinking light as you start to run out, as it adds a lot of tension to the system. :)
Likewise, the presentation of this game is awesome! The music fits well, and the atmosphere is definitely there.
*And as cricketHunter said, it's funny how similar are games were
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