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Lux's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story (Was there a story? Was it good?) | #21 | 3.500 | 3.500 |
| Aesthetic (What did you think of the overall aesthetic of the game?) | #24 | 4.000 | 4.000 |
| Overall (Your overall review of the game.) | #25 | 4.000 | 4.000 |
| Enjoyment (How fun was the game?) | #25 | 3.000 | 3.000 |
| Originality (How fresh and unique was the game?) | #27 | 3.500 | 3.500 |
| Creativity (How creative was the game?) | #28 | 3.500 | 3.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you think you learnt from this? (Required)
A whole ton of Pixel Art!
What was your favourite part about making this? (Required)
I really loved drawing all the pixel art!
What do you think you could have done better?
To be honest, probably the audio, but I've never been the best at that!
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Comments
The use of light and dark worked well. I liked the overall idea. The gjost was cute. The pixel art was pretty good, though some areas of the ground looked too similar to walls, especially with the dim lighting. With lighting being such a key part of the gameplay, the contrast between the walls and other elements should be greater to make sure they are clear even when the lighting reduces the contrast.
It felt like the screens shifted arbitrarily, rather than at good locations. I think it would have been better if the camera just stayed centered on your character, but if you wanted that room shifting feel, then the transition points need to be laid out to be more logical and better fit the maze. My best was getting 13, with the last seeming to be near where the demon stayed. It felt like the remaining ones were all near the enemy's base location and you had to get around it to light them. The way the screen moved made it hard to avoid the enemy while also mapping things out to try to get past, so that is where I ended.