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Smoke and Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Did you make it in 3 hours (put 5 by default) | #1 | 5.000 | 5.000 |
Gameplay | #2 | 4.333 | 4.333 |
How much do you enjoy the game overall? | #2 | 3.833 | 3.833 |
Overall | #2 | 3.944 | 3.944 |
Audio | #5 | 3.333 | 3.333 |
How well does the game fit the themes? | #6 | 3.667 | 3.667 |
Visuals | #7 | 3.500 | 3.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3hrs
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Comments
Congrats on winning the 2nd position in the jam :)
Interesting idea, great music, and aesthetically soothing. Oh, and fun! Well done.
Thanks - glad you enjoyed it :D
Nice gameplay, smoke particles and audio. I don't get the idea of smoke without fire in the game. Nice experience overall.
Smoke without fire still obstructs vision thus you can't see the player character all that well. That was the basic idea but yeah wasn't the main focus in the end.
Thanks for your feedback - glad you enjoyed the game :)
nice concept ...gameplay is smooth ...love the way the smoke gulps all the yellow particles :) ... but the player particle is very difficult to see ...the color is very dark ...not sure if it's my screen issue or is it done purposely to make it difficult?
It's done on purpose. The idea is that the player is most visible when he is on a smoke pillar (which is dangerous because they spawn the enemies) or when enemy light particles get close. I started out with an invisible player so that you could only really know where you are by your smoke emission or by the enemy movement. That didn't really work too well when I lowered the smoke emission speed (which I had to do because it was too easy at first).
Now the player is dark, transparent, but transmits a little light itself. The enemies emit more light . At the start of the game, there is a light source on as well, so you should be able to see the character quite well at the start of the game, but it fades out over time.
I couldn't test it out for different screens though . I guess a brightness slider would be a useful addition. Thanks for your feedback :D