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(+1)

I like the little sound effects as the bulb jumps, and when you pickup the collectables. I was initially confused by how you pick the collectables up - I didn't know that it's only confirmed as collected only after you touch the ground, and I only figured that out in the ghost rooms. Was there a particular reason for this design choice over immediately picking it up on contact?

I liked the usage of platforms and the ghosts being used depending on the light state. I was confused in the room where you had to jump through the platform in order get ahead of an advancing spiked wall, as it wasn't well telegraphed that I could jump though the thinner platforms. A possible improvement would be to make these types of platforms a different colour. 

I would have liked to seen more levels that include both the platforms and the ghosts.

The music is rather fitting for the setting and also because of the ghosts - it gives it a haunted castle vibe. I like the sprite artwork - It is very useful that the spikes have a white border to help them stand out, and that the harmful things are the same colour to make it intuitive to the player that they are detrimental.

A straightforward, light-switching platformer.

(+1)

Hey thanks for playing and for the feedback ! The main reason I made the collectables compute only when you touch the ground was so the player wouldnt just fall in the spikes on purpose to get them instead of my intended way, its very obvious in the second screen where you could just drop in the spike pit and get one(if there wasnt this mechanic). I would also like to make a level  with both mechanic but we almost couldnt submit so...