Creative puzzle mechanic and nice level design! You managed to introduce a fairly detailed puzzler mechanism without alphanumeric characters, well done. The pixel art was polished and cute.
I certainly felt the difficulty at points, where the clunky monster radius + follow behavior while carrying an orb felt a bit smothering with little opportunity for counterplay without restarting the level.
There were a few points where the light <-> dark switchover with the orbs gets you clipped/stuck in the level and you have to restart.
Viewing post in Lucidum Obscurum jam comments
Thanks! I think this may be a lesson-learned for me: Don’t make puzzles (especially in games of this length) too difficult. Quite a few players are getting stuck on one of the final levels, and missing some moments we’re particularly fond of in the final level.
Absolutely take your point on the enemy follow-behaviour. And sorry you got stuck in some places – as other players have mentioned, we should have added a restart button (this was on our to-do list, but never reached top priority). Beyond that, if we spend more time on the game, I’ll see what I can do to minimise the chances of getting clipped into a “wrong” position.
Thanks for playing!