I had a lot of fun in my playthrough, the game mechanics have some real depth to them, nice job!! Having the lantern push the ghosts away was a great design choice for 2 reasons imo: it added to the tension when light was running low, and it gave the player extra motivation to keep looking for more fuel. I think both the player and the enemies had a good speed, it forced you to keep moving but it always felt like I could escape to safety with some clever movement. It felt a little like a 2d cod zombies where I had to manipulate the ghosts into one pack to lead them around the room safely. I would recommend adding WASD and/or arrow key controls too, as using the mouse worked well enough but felt a bit off from the traditional way of controlling a 2d top down character.
The individual sprites/assets all look nice enough, but together they do not fit together very well. The background, player, and ghosts all have noticeably different pixel densities and the colors do not complement each other too well. I think trying to make sure that the pixel density is consistent and the color scheme (can be touched up if need be) is complementary across all assets will help the overall aesthetic of your game a ton. The assets were used well in terms of level layout though, I felt like there was a good balance of open space and more risky confined areas. The changing radius of the lantern lighting effect is really cool too.
I appreciated having a pause button for a game jam, it was a nice bit of quality of life. Sometimes the z-sorting of the ghost sprites goes a little crazy and looks like a visual glitch with all the sprites getting shuffled around. The easter egg was a fun surprise and the lava lamp sprite looks super cool. Overall, I think you have a pretty fun core gameplay loop and the lantern mechanic is a cool twist. Some more cohesive visuals would take it to the next level. Keep up the good work!!
Viewing post in The Last Lightkeeper jam comments
Thank you so much for the detailed feedback it really means a lot! Iām glad to hear you had fun with the gameplay loop. The lantern mechanic was something I really hoped would add both tension and strategy, so itās awesome to hear that it landed the way I intended. Your comparison to COD Zombies made my day that ākite the hordeā feeling was definitely an inspiration!
Youāre absolutely right about the controls; adding WASD/arrow key movement is high on my list and should make the whole experience feel more natural. And thank you for the insight on the art direction. Consistent pixel density and a more unified color palette are things Iāve been wanting to tighten up, and your breakdown helps reinforce where to focus those improvements.
I also appreciate you pointing out the z-sorting issues that one has been tricky, but Iāll be working on smoothing it out. Really happy you found and enjoyed the easter egg too!
Overall, thanks again for taking the time to write all this out. Feedback like yours helps a ton and keeps me motivated to keep polishing the game. Iām glad you enjoyed it, and I hope the next update feels even better!