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We Carry The Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #145 | 2.309 | 4.000 |
Presentation | #156 | 2.309 | 4.000 |
Gameplay | #158 | 1.732 | 3.000 |
Overall | #161 | 2.021 | 3.500 |
Theme | #178 | 1.732 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hello. I enjoyed the experience of the game, despite being a little too short to fully understand.
The art looks pretty good, even if it's only for the intro.
I enjoyed the roguelike structure, but it felt a little to basic to be really interesting. Playing only the first level isn't enough to understand if it works or not though.
Maybe the game could benefit by having a different sort of "roguelike system" from the default one you see in games like slay the spire, which could help define a little better its identity and maybe help keeping the gameplay fresh.
I personally wasn't fond of the fact that you had to forfait a save to be even able to open the menu and equip the items you found, which without them, the boss would've been almost impossible. The battle system is very default, and boss fight is dictated by luck too much: I think that if Sister gets focused too much, the player would run out of mana to heal or attack, making the fight unbeatable.
I really love the art and the sprites, it's really a shame that some of them didn't manage to be inserted into the game in time.
If you're interested, I streamed the game. Here's the VOD: https://www.twitch.tv/videos/2460148026
Hello there!!! Thank you for playing our game, and for streaming it, as well!
I am Akira-san, one of the writers and designers of We Carry the Light, as well as having written the script for the game.
The comments you made during the VOD are all quite valid, and it is quite true that we simply ran out of time, which made it so that most of our ideas for the project ended up not being implemented.
Regarding the roguelike system, we do have a pretty unique idea to give it a good spin on the normal ways these sorts of systems work, which we are going to implement, now that we have more time.
Regarding the fact that saving made it impossible to open up the menu, that was genuinely a bug, which we have taken measures to fix.
We're planning on releasing an update with more unique features added to the combat, to the levels and also to the general feel of the game, to make it less dependent on the default RPG Maker assets, as well as actually following up on the story, beyond the basic intro cutscene.
Once again, we all thank you warmly for your commentary, and we hope you enjoyed the experience, despite the current unfinished state of the game!
On behalf of all the wonderful people who worked on this project, I hope this message find you well, and I hope you have a nice day!