Play demo
Into Light - Showcase Demo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #755 | 3.000 | 3.000 |
Playability | #804 | 3.000 | 3.000 |
Artistic Style | #970 | 3.000 | 3.000 |
Theme | #1330 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- While I may understand where the inspiration of the mechanics of the game is coming from, I'm struggling to understand where this ties back into the overall theme. Based on the environment, one could say that "shadow" was used based on aesthetics, but the usage of "alchemy" isn't clear for me. In regards to playability, I wasn't struggling with the controls, but more with the lack of how the camera was being implemented. Having the mouse to move the camera gives me the automatic feeling that I would see a majority of my environment, rather than having it lock at a certain spot in any direction, making it more challenging to see where I'm moving/climbing/jumping. I'd like to try this again if the camera angles were either widened and set or given more to roam with using the mouse
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!
This game is a Foddian/Platformer that plays like Super Mario 64. The story is currently unused as this is a showcase with no voice over, but was meant to be a love story where the character was trying to escape the big city and track down a past partner they were too afraid to open up to, and lost the chance.
Extra Notes
The name of the game was given to me by ZeroSum, who also wrote the unused back story. They were okay with me not including them as a member of the team as a little over half way through the jam I lost motivation after losing an entire days worth of level design, and spending a couple days recovering from having a tooth pulled, leading to this heavily unfinished showcase.
Also, due to that, I was unable to implement the secondary mechanics included in the design doc such as items to collect, wear and tear on the shoes, and creating bounce pads; the last one meaning that I technically did not meet the alchemy requirement. However, the idea was that the character is transforming their worries and problems into solutions that help traverse the level faster after falling.
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