I wanted to say that holy water is quite OP, but it seems that you're aware of it. Changing the light level depending on your HP is neat, and I liked the tape filter and the music.
Also, I felt tempted to shoot holy water to check for fake walls and floors lol
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Into//The//Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #401 | 4.000 | 4.000 |
Theme | #600 | 3.500 | 3.500 |
Cleverness | #678 | 3.500 | 3.500 |
Playability | #719 | 3.500 | 3.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- The concept of your game was interesting, especially after looking over your GDD, and seeing how you planned to implement both themes. I found that shadow stood out more due to the idea of instead of using shadow, you have to avoid it. As for alchemy, being able to create and change weaponry would have been nice to experience, but due to the style of play, I wasn't able to very far. I was not too keen on the 'avoidance of shadow', but having it reduce my HP so quickly and then being swarmed by so many enemies makes this feel more like a speedrun rather than a regular game to play. And while I did find the artistic style nice to look at and traverse through, the music was a good add-on, but I wish there was a way to adjust the settings so I don't have to almost fully turn down/adjust my own volume settings before playing. All the same, I did find this to be a cool idea, so keep up the hard work.
- GDD is well written, and clearly defines your intention with the game. Good job. Gameplay feels solid, and I love your use of closing doors and a rapid change in music to set the tone for battles. It comes together well. It's also nice to be able to control the character at the start of the game before starting, to get a feel for how things work. That's a nice touch. Suggestion: Perhaps a limit on the two weapons so they can't be spammed constantly - particularly the holy water (even if it's just a slower fire rate, but still unlimited ammo). Overall, nice submission. Good luck and hope to see you next time.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
A shoot-em-up style game, even though it has quite a lot of platformer aspects.
Now, because of a lack of time to develop a storytelling system, I will tell it here. A virus called "Umbra" has ravaged the land, and you are one of the survivors, getting hunted down by a cult worshipping the virus. The virus corrupts those who stay too long in the darkness, transforming them into grotesque monsters, or for some, it only corrupts their minds, leaving their body intact. You are armed with a weapon that can harness the virus inside you to shoot volleys of projectiles (the first firing mode), said projectiles will overwhelm the small immunity that the cultists have developed. There is also holy water (the second firing mode) that deals heavy damage to cultists and can also slow the player's infection (aka healing the player)
Extra Notes
To be honest I'm not that satisfied with the final product, it being far from what I envisioned. I think in its current state it's quite janky and unpolished, while also being pretty unbalanced (you can spam holy water at your feet and survive forever), this I want to fix, with time.
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