Play game
Lumina's Lost Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #80 | 2.326 | 2.600 |
Fun | #88 | 2.639 | 2.950 |
Visuals | #90 | 2.817 | 3.150 |
Innovation | #93 | 2.415 | 2.700 |
Overall | #98 | 2.424 | 2.710 |
Theme | #112 | 1.923 | 2.150 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Does your game contain AI-generated content?
No.
Leave a comment
Log in with itch.io to leave a comment.
Comments
This is my kind of game, it is very cool I would like to see it grow and get more polished in the future!
Great! We will be working to improve the game! Thank you for your comment!
This game has potential to be something big, great job! Very unique.
Thank you for your comment!
Concept for the game is actually really unique! I enjoyed the game and I think it has a lot of potential. Good job!
Thank you for your comment!
Eu gostei do jogo, ele é simples mas funciona. Acho que ele poderia ter uma progressão mais rápida ou nerfar um pouco da regeneração de HP do cristal. Acho que tá bom pra um jogo feito em 72h por uma pessoa.
Obrigada pelo seu comentário! O jogo tem alguns problemas de balanceamento mesmo que não conseguimos focar por causa da programação. Na verdade o jogo foi feito por 4 pessoas (tem os créditos dentro do jogo) com 2 programadores que não estavam tão familiarizados com a Unity, que foi o programa que utilizamos para fazer o jogo, então isso dificultou um pouco a progressão rápida para finalizar o game. Novamente, obrigada pelo feedback, é muito importante!
Nice twist on the usual formula to have the player defend the crystal!
Thank you for your comment!
The balancing needs a bit of work, I picked up the light regen upgrade and the entire challenge of the game is gone
Also, I just found out through the comments that there are more enemies and waves because at some point the enemies stopped spawning and I was confused
Good game nonetheless and I had fun
Nice work! I feel some balance changes could really shape up this game, but I feel like most of what you need is already there.
Game jams are hard, but if you're interested here's some things I noticed. The text in the beginning has important tutorial text / lore drop, it would be nice to have some time to read it before the round starts. Sound effects would reaaally take this game up a notch. These types of games tend to value how satisfying progress is, so having nice sounds when leveling up / landing spells would help. Also, I wish I couldve seen the other enemies, but I saw from another comment that they spawn after 15 minutes, but again thats a balancing thing.
I liked the gameplay, but the enemies stopped spawning at some point. Are there supposed to be multiple waves/enemy types?
Having a survivors-like where you have to protect something from the enemies is a very cool idea, and I like how the upgrades are themed around what color light you pick up, though it ends up pretty irrelevant since the light colors are random anyway. Unfortunately, it doesn't feel like it fit the theme much to me, what with the enemies bringing the supposedly lost light directly to you. It was also very hard to play and read the intro at the same time
Hey! Firstly, thank you for the feedback! Could you please clarify what you meant by "I like how the upgrades are themed around what color light you pick up, though it ends up pretty irrelevant since the light colors are random anyway."? I am back working on the game after a (much needed) hiatus and would like to understand what exactly makes it irrelevant, so I can improve it. Thanks!
I meant that in a normal survivors-like, what upgrades are available to you are randomized when you level up, and in this game they're instead determined by what color lights you've picked up. However, what color light is dropped by enemies is still random, thus upgrades are still randomized, just when they get randomized is moved from "when player levels up" to "when enemy dies".
It's not technically the same since you could avoid picking up colors of light you don't want in your upgrade pool, but it is both difficult to pick up XP you want while avoiding XP you don't and also detrimental, since upgrading quicker is just better than cherry-picking upgrades.
I'd thought it'd be cool if there was a way to better specify what color light gets dropped by enemies, but thinking about it now, I can't really come up with a way that wouldn't be more clunky than it's worth (such as them changing color over time, interacting with your center crystal sets what color is dropped, or color getting determined by the enemy's distance from player upon death). Additionally, a big draw for games like this is choosing from options you wouldn't normally pick, forcing you out of your comfort build and adapting into something new.
I hope this overly verbose way of saying "ignore me, I don't know what I'm talking about" was at least insightful, if probably not helpful, and good luck with the project!
Ooh, I see. It's true that, since there's pretty much no way of controlling which color XP you get, it ends up irrelevant. I'll maybe try and think of a way to implement that, if I can, haha. Even if not, I still hope this is an interesting twist on the usual survivors formula and adds to the lore of the game. Thank you!!