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Lightbound (Prototype)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #233 | 4.000 | 4.000 |
Cleverness | #282 | 4.000 | 4.000 |
Artistic Style | #970 | 3.000 | 3.000 |
Playability | #1486 | 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.
- Good theme interpretation and implementation. Wasn't able to get the controls working completely. I could combine things and a spell appeared but wouldn't deploy. From the GDD, the game sounds really spot on. Having only 7 days shows some dedication and really hard work. Way to go! What I saw and read is great, GG!
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 is a turn-based dungeon-crawler game with very minimalistic UI. If I was able to build it out in full, you would be able to mix 3 elements out of 6 elements to create a bunch of different spells with varying effects. You can see how the different elements affect the visuals of the spell in real time with the spell previewing system.
The environment is pitch-black and the player is the only source of light. Your light is tied to your HP, and casting spells also costs HP. Killing enemies however restores your HP. This creates a balancing act for the player where they need to consider carefully what elements to mix and which enemies to target to make sure they don't run out of light.
The lower amount of light, the harder this balancing act becomes as the player has access to less and less information (e.g. enemy positions and their HP). Certain enemies can also attack the player outside of their light range which makes light even more important.
Extra Notes
I unfortunately started this game jam quite late, leaving me with just under 7 days to build out the game (Timeline can be checked on the github page in the description)
The complexity of this project was a bit too much for me to be able build out all of the features within that limited time span so forgive the rather limited playability.
This is a very half-baked and unpolished, unoptimized mess of a tech demo that has no win-con. If you die, you have to restart the page to replay. Most spell elements don't work with the only one being the Fire element actually having any effect. You can still try the other elements to see what kind of changes they make to the spell preview (Except the steel element 'D') but trying to cast any spell that has anything except the basic elements will probably crash the game.
Still, perhaps one can still appreciate the ideas as they are and the potential that the game could have had.
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