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Lightning

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A member registered Jun 13, 2019 · View creator page →

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Cool big level. The platforming did make it a little hard to explore though, especially when I needed to jump upwards. But the moving platforms were a cool concept!

Cool big level. The platforming did make it a little hard to explore though, especially when I needed to jump upwards. But the moving platforms were a cool concept!

Not really sure where I was supposed to go?

I also had problems clicking the things. Even when I retried sometimes things that were correct last time didn't click

I think a tutorial would've been helpful. Maybe introduce the crew members one at a time. It's a little overwhelming at first.

I can't seem to get the mouse to lock. I've hit tab, and even tried refreshing the page.

Immaculate vibes. Feels very polished and for the most part the platforming feels great! The trampoline thing took me awhile to figure out what I was doing wrong though

It would be nice if there was the option to use a keyboard key as mouse1 instead of clicking. My arm was getting a bit fatigued from all the trial and error on the dark levels, and once the figure 8 level went dark I just gave up because I don't think I have the precision left in me to do that in the dark.

Very fun game! Loved all the platforming and for the most part it felt very polished!

You should definitely look into physics interpolation though, the movement appears a bit jittery on high refresh rate monitors. The mouse movement was very smooth though.

There were 2 mechanical things that frustrated me a bit.

1. There were some monsters with no real way to shoot them. (player was too high up and had to jump onto a lower platform)

2.You can't shoot a monster that is right up against you.

This combo made the second level pretty frustrating to play. Also, not sure if you're familiar with the term coyote time, but I think implementing a bit of coyote time would make the platforming feel much better!

Very cool! I got a little lost with which door goes where at first, but I figured it out eventually.
Great job on your level design, and the void gun was super cool looking!

Very cool! The narrative was engaging and the music was a very nice touch. The ending was subtle and well done, the build up of suspense and uncertainty was great!

Idk if others had this issue but my sensitivity felt very low, a way to adjust it would be very helpful.

I like having a good narrative in my games, but often run out of time to do so. I would totally be interested in teaming up for a future jam, I have my discord server linked in my profile if you want to hit me up!

Thanks!

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Thanks! I was definitely hoping to do a lot more with the audio, but I didn’t realize how long decorating the space and programming all the gameplay systems would take.


That second voice line is something I though about and totally would’ve been worth doing for exactly the reasons you mentioned.


Also, the rotating map thing was not in the game. I added that gif to the page after as I felt there were still lots of people who didn't realize there was more to this game than just the control room. It's just a map of the facility.

I’m so glad the hallucinations worked!! I spent so long tuning that shader to look/feel just right.

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Thanks for the feedback!

Did you find the door to the supply room?

I should definitely add an Easter egg for people who throw all the control room items into the lava, any ideas?

A little short, it seems shootwas right click for me?

Very cool concept! A minimap would've been helpful especially since the draw distance of the camera cuts of further locations from view. Also, it was a little unsatisfying to lose all momentum after pretty much every landing. But it's a great idea and with a bit of tinkering with the physics could be a super fun game! (Also, this would make a pretty good couch co-op game)

There is an item that appears after you meet the quota a few times that works on the door.

Hi, did you make it out of the control room? There is a whole lot more to explore!

I'm not sure if I missed something? I think I explored everywhere but there wasn't really anything to do

With the beginning levels I wanted to make sure that each obstacle taught a new skill, and that there weren't too many things to learn at once.

For the later levels I just tried to think of new ways to challenge the player that I hadn't done before.

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Are you talking about the acceleration? I'd love some more feedback on what I can do to improve the movement!

Im fine with a few skips, nost of them require some knowledge of whats ahead, or a decent amount of skill to pull off

Speed doesn't matter for touching the flags, but you do need to be on the ground for it to count when you touch it. I didn't want people to be able to cheese them too easily :)

Oh, thats just a sandbox at the end, I need to add more levels