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Having a survivors-like where you have to protect something from the enemies is a very cool idea, and I like how the upgrades are themed around what color light you pick up, though it ends up pretty irrelevant since the light colors are random anyway.  Unfortunately, it doesn't feel like it fit the theme much to me, what with the enemies bringing the supposedly lost light directly to you.  It was also very hard to play and read the intro at the same time

Thanks for the feedback! The game actually had some problems due to the timing, such as the introduction of the story where the game was supposed to be paused while it was going on. We tried to think of a more conceptual game in relation to the theme, to differentiate it from other games. Again, thank you for your comment.
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Hey! Firstly, thank you for the feedback! Could you please clarify what you meant by "I like how the upgrades are themed around what color light you pick up, though it ends up pretty irrelevant since the light colors are random anyway."? I am back working on the game after a (much needed) hiatus and would like to understand what exactly makes it irrelevant, so I can improve it. Thanks!

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I meant that in a normal survivors-like, what upgrades are available to you are randomized when you level up, and in this game they're instead determined by what color lights you've picked up.  However, what color light is dropped by enemies is still random, thus upgrades are still randomized, just when they get randomized is moved from "when player levels up" to "when enemy dies".

It's not technically the same since you could avoid picking up colors of light you don't want in your upgrade pool, but it is both difficult to pick up XP you want while avoiding XP you don't and also detrimental, since upgrading quicker is just better than cherry-picking upgrades.

I'd thought it'd be cool if there was a way to better specify what color light gets dropped by enemies, but thinking about it now, I can't really come up with a way that wouldn't be more clunky than it's worth (such as them changing color over time, interacting with your center crystal sets what color is dropped, or color getting determined by the enemy's distance from player upon death).  Additionally, a big draw for games like this is choosing from options you wouldn't normally pick, forcing you out of your comfort build and adapting into something new.

I hope this overly verbose way of saying "ignore me, I don't know what I'm talking about" was at least insightful, if probably not helpful, and good luck with the project!

Ooh, I see. It's true that, since there's pretty much no way of controlling which color XP you get, it ends up irrelevant. I'll maybe try and think of a way to implement that, if I can, haha. Even if not, I still hope this is an interesting twist on the usual survivors formula and adds to the lore of the game. Thank you!!