This was really cute! The narrative element was a fun addition, definitely got caught a few times on the moving enemies, really neat bite sized game.
LeslieLlama
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Really cute entry, I love the main characters design! I really struggled with getting past the first pillar, really wasn't sure how to get out of the starting area. The shooting feels good but also super punishing for it to take away your heath when being mobbed by enemies. I think a lil bit more player feedback and re-balancing the light supply gain/loss would really elevate this a lot!
I really like the concept of your arrows being both projectiles and lighting the way! Though I had some trouble with the visibility of the enemies, having them be shapeless black orbs in a pitch black room makes em nearly impossible to see. Additionally I wasn't quite sure if the beacons were activating, just a bit more player feedback on that front would help immensely. Always love an FPS with a bow!
SUPER quality entry, well designed gameplay loop that engages with the limitation in a clever way. Was a bit overwhelmed by the UI at first but I love the dynamic nature of the buff/loadout system. my only issue was the visibility of the essence pickups due to the white/blue palette, but otherwise had a great time playing this!
Easily the scariest game of the jam goddam, was really enthralled. This absolutely builds tension but one thing I found myself getting frustrated with was having no way to really tell where the planets were, searching the whole map top to bottom feels nearly impossible with the lack of landmarks or navigation tools. wonderfully tense, fantastic entry.
this one was brutal! dodging the projectiles with such a large character feels super difficult,
the comedy of pulling out a glock on some wizards is appreciated, though I wish it was a little more clear how the hitbox of the gun works, it seems to be a straight line but only if you're on the same y value as an enemy? Really funny entry!
high score of 30! Lovely spritework, feel like it moves a bit too fast, almost kinda like a warioware minigame? I think some more complex level layouts might make it a bit less repetitive. Very cute, well polished entry overall
(really impressed with publishing on HTLM5 with your own game engine btw!)
Really cool concept!! I liked how the deckbuilding and spacing of enemies let you balance the risk and reward, I think what kept me from getting properly into it was the placement of the rhythm keys and how central not messing up the rhythm mini-game is. Attacks come vertically but the keys are placed horizontally on the keyboard. It's a bit disorienting, especially with the high speed the notes come in at. Animations, music and concept are all really cool though, real quality entry!
This was super neat! felt like a real *dungeon* crawler, the pitch black lighting and dangerous enemies really give it a tense atmosphere. The lightball mechanic feels fun, unique, and juuust clunky enough combat is stressful, again adding to the desperate tone. I really liked how each enemy had a weakness that pertained to the lightball as well, though I could never quite figure out how to 100% safely kill the bird mages. distracting them with a lantern works but it seems like they can still damage you in melee range, unlike the stunned living armour. Fantastic work, I had a great time with this!
The dialogue and music/sound effects give it a well polished feel, though I really struggled with the gameplay! I kept dying on the first level due to running out of energy (the first energy pickups being green when the rest are red really threw me off).
I think having movement consume energy is a bit too punishing, especially when it trains you to minimize all of your actions, as the final level is extremely hard with that mindset! especially with how chaotic and dense the bullet patterns are once enemies stack up.
I liked how the particle effects stack up on the player wisp, and i'm impressed at the dialogue implementation, Great job getting it over the line within the time-frame of the jam!
304! Clean and simple game-play loop, one upgrade I wouldn't have minded would be movement speed since getting to the tiles is so essential, and I couldn't quite get the aoe attack to work, it just seems like a smaller projectile than the LMB? I like the spritework and having to juggle going for the tiles with fighting the ghosts. Fits the theme and limitation well, nice job!
Managed to get a 41! was deeply confused at what was happening at first but got the hang of it eventually, I'm a little confused why you can move when the play area is so small and it's more optimal to stay in the center of the room.
I liked how you could get a bunch of ghosts at once if they were grouped up, I think a mechanic that'd take this up a notch would be some way to nudge the ghosts in different directions so you can purposefully group them up for a big combo
For your first unreal and jam project this is real decent work, you've got a simple arcade game loop that works well with the limitation, nice job!
(also in the future I'd have a look at reducing the filesize, or possibly embedding straight in the page to make it easier to play, 600MB is HUGE)
Managed to get a 1:56! Fun animations and soundtrack. The Crystal attack feels super risky for such a small, low damage projectile, but I really like the interplay of it being your health and ammo simultaneously, collecting more also encumbering your platforming forces you to not horde them which is a neat. Real quality entry!
This was neat! Definitely works well with the theme, was a bit confused by the box moving mechanic at first but got the hang of it. having the long cast time of the light spell and needing to upkeep it near constantly is an effective tension builder, but I felt like I was mostly scared of getting sent back to checkpoint instead of fear of the eldritch. Great work with the jam!
Thank you! I was running into that a bit when designing the levels, I think it's to do with how I did the player characters collision and movement states? Once I'm a bit more familiar with the engine I'd really like to give it a second pass to tidy up some of those issues, thanks for checking it out!