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A jam submission

Luminous shadowsView game page

Submitted by Torben — 4 hours, 34 minutes before the deadline
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Luminous shadows's itch.io page

Results

CriteriaRankScore*Raw Score
Cleverness#2274.5004.500
Artistic Style#3284.5004.500
Theme#6003.5003.500
Playability#8043.0003.000

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.

  • It was really difficult to play this game, I basically had to jump all the time to not get stuck in many places. The concept for the game looks good though and I would like to see what you can make of this game. You've made something that looks promising and just needs some polishing. I hope you'll continue your work on this game, well done!
  • Love the art style, really effective use of low poly assets. Despite a missing asset, game is still playable and enjoyable. Fun exploration and use of shadow magic to travel. Use of alchemy to obtain the powers is also good. Detailed GDD, shows lots of promise and would love to see more from this.

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!
Most of this information is in the description of the game page as well :) The story we have is a power struggle between light and dark, with dark being the player's side. They are going up against a cult of light, that is trying to remove all shadows.

The plan is to make a rich environment and story, but due to obvious overambition and lack of time we had to trim down significantly... Adding to that, the shader I made for a 3D pixelart-like style, needed to be removed for web. The compatibility with Godot and browsers leaves a little to be desired making the game look significantly worse than expected...

Extra Notes
As far as the jam is concerned, it was still fun to participate. We see the potential of our game and will most likely continue development, albeit to release on windows to avoid the points I mentioned above.

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Comments

Submitted(+1)

This looks nice already even without the shader. I'm looking forward to how it will look with it. It's a bit sad that the main mechanic can't be played. The idea looks promising and interesting. Really hope you'll keep working on this so we get to see the full vision you had in mind

Submitted(+1)

I think this game still looks great, despite the challenges you had. We also learned a lot of hard lessons about Godot Compatibility pipeline this jam as well and had to make a ton of compromises. Thankfully we did a test build early on, so we knew what they would be. I couldn't figure out how to get out of the first area and didn't hear any sound effects, so that was disappointing, but otherwise I was engaged and wanted to keep playing, I just couldn't figure out how to progress.

Developer(+2)

One of the main bugs, is that there is a campfire that is supposed to be use to craft a potion in a cauldron. This potion then allowing you to press F to sink into your shadow, this alters the player's collision mesh so that it can move under the tree that is blocking the bridge :D

Submitted(+1)

Cool game.

Submitted(+1)

I really liked the art direction of the game, but I felt like the camera angle was a bit low? Sometimes made it quite hard to see what was going on. 

Developer (1 edit)

Do you mean that the camera was locked from going lower than it was?
Since the camera could be rotated by rightclicking + dragging. Would you be able to clarify what you mean?

Submitted

Sorry, I dont mean rotation around the player, I mean the vertical angle, so approaching top down camera. As it is, its parallel with the terrain, which can cause visibility issues if the player is on a hill for example. I hope this screenshot helps. As you can see(or well, cant see), the player  model is behind this tree stump and I am unable to rotate the camera on the Y axis to regain visual. Yes, I could rotate around on the X axis in this case, but not having Y axis rotation removes player freedom in a way that can take the player out of the game when they're focusing more on controlling the camera instead of enjoying the game.

Sorry if this still wasnt clear :(

Developer

I see what you mean, the camera lock in the game is very aggressive. I will do what I can to make it work.
I had planned to have the camera collide with terrain and reposition  based on that but time constraints happened!

Thank you for playing and for the feedback! I put it on the roadmap :)