Play game
LightCrawl - LOWREZ demake of NightCrawl's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Authenticity (or, Creativity in use of resolution) | #26 | 4.357 | 4.357 |
| Overall | #34 | 3.696 | 3.696 |
| Audio | #36 | 3.429 | 3.429 |
| Gameplay | #40 | 3.429 | 3.429 |
| Graphics | #44 | 3.571 | 3.571 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Just One Button, Left Behind
Team
alone
Jam
I enjoyed yapping around with other during the jam, always a pleasure to chat and play away!
Leave a comment
Log in with itch.io to leave a comment.






Comments
This was very fun to play!
Very nice retro graphics with interesting gameplay.
Thank you so much for the kind words!
I like this game, but I feel like I’m really unlucky with the drops and villain placement. Music is cool.
Nice and simple, and I’m really digging the retro style.
Those slimes get me every time! Great little game!
Glad you like it! Sadly I tuned them a bit up in the damage department
I had hard time at first to fully get what was going on, and reading some of the numbers. But aside of that I then really got into the bite sized adventure aspect which is something I always love. Also really like the simple but fun look
Thanks for the kind words, I’m glad you found parts enjoyable!
Wow, I just had an awesome run that was suddenly interrupted by a skeleton archer with 44 hp. Had to read the manual to figure out how to play, but it was worth it. I think this game has a lot of potential, it’s really addictive. Maybe it’s just my imagination, but the randomness is too random at the moment. It would also be nice to have a turn-based relax mode for slowpokes like me, but then it wouldn’t be a one-button game anymore. Overall, a very good experience!
Randomness is indeed a bit random, other than having weights nothing controls them. Usually I try to have a playtest session or two to figure things out, but this time I was slow, and never really implemented “safeguards” either. Would love to pay attenion to player for potions and weapons spawns based on weapon status, never really got there.
440 is a great distance though, nicely done. Skellies (more there arrows) are overtuned a bit sadly
For a turned based experience, I can offer the original nightcrawl :D
Took some time to digest the mechanics, but once I did, it was a lot of fun! Love the simplicity of the controls contrasted with the complexity of info you need to digest to make the right decision of when to swap vs not.
Loved the sound and graphics, and very impressed with all the info you managed to squeeze into the resolution.
Found it really unintuitive to hold to swap weapons with the current implementation. I think it'd be better if holding for ~500ms triggered the weapons swap immediately, rather than having to release. Also having the swap sound effect play repeatedly while I held the button, despite nothing happening is confusing.
It'd be good to refine the early RNG a bit. You probably shouldn't get shops until at least turn 30. You should probably guarantee a weapon within the first few encounters.
Overall an excellent submission, well done!
I’m glad you enjoyed what the game could offer at the moment, I’ll add the key suggestoion into the to-dos. Your balance suggestions were planned, sadly time ran out for me, but I do agree, balance is very much non existent.
Excellent use of the first theme; you managed to offer quite a bit of choice with just one button
- Can be a bit hard to parse at times (especially once the speed picks up), but otherwise you managed to work well with the resolution
- Fighting enemies early on doesn't seem to be super worthwhile; I found the meta strat to just be avoiding enemies until I got a stacked weapon.
- Arrows are very hard to react to
- Prices seemed to always outscale my current funds so I never managed to buy anything
Also funny enough you can actually get negative weapon damage from the stat pickups, which I think causes you to take more damage
Thanks for the kind words. Balance was sadly a whack this time, probably that caused your second and 4th point to correlate with each other. Will try to finish faster next time so I can do a few playtest session with others.
I love the game conceptually. It looks and sounds great, and plays good. I feel like a lot of the time I just didn't understand the data that was trying to be presented. It's like a contrast between simple 1-button game and reading a spreadsheet.
I’m glad you found the idea at least interesting, will pay attention to the UI next time, as it seems that is the biggest paint point to most.
I liked the dynamics; it's like attacking from below, almost like a ninja.
Glad you enjoyed the game!
Oh, I hate archers here :D
I love the execution, animations, sounds and aesthetic are really cool. Good job!
Thank you for the kind words, archers are indeed a menace in this version of the game, we all took those arrows in the knee.
The idea was simple, but still pretty interesting. The execution left a bit to be desired though, mainly in the clarity of how the information is presented. At first, the game feels too slow, but when it speeds up it becomes difficult to parse all the icons.
I'd definitely like to try an updated post-jam version, if you plan on one
It is not my proudest work that is for sure. Kinda fell into a design hole with the movements and the UI clarity, will pay more attention to that next time, not sure if I’ll update this game, it was more of a learning and releasing a löve2d project finally, but I’m closing off the possibility of it.
I love this idea! I had a hard time parsing the text and numbers - but I understand that's a limitation of the 64 x 64 resolution, and you packed a heroic amount of detail and info into a tiny window.
I wouldn't mind a "beginner" mode, that either runs way slower or is completely turn-based. I understand how the weapons, enemies, weaknesses and abilities should work in theory, but it's a lot for my brain to parse the symbols and their interactions in real-time. I love that this is deep and complex, but I'm ashamed to admit I need a little bit of an on-ramp to understand what's happening.
I did notice that the animation speeds up if the game is left idle, and doesn't necessarily reset when I start/restart the game. Not sure if that is by design!
I continue to be a huge fan of your work! And I might keep this in my back pocket to return to periodically until I have time to wrap my head around it! The art is great, the UI is clean and polished, and the lane-swapping mechanic of brainrot mobile ads feels really cool and purposeful here. Well done!
For beginner mode I highly suggest trying out the original Nightcrawl!
Did not know about the speed reset bug, and form a quick glance I do not see it, so that is gonna be a journey to figure out.
Thanks for kind words, super lovely to hear that the game flips that stupidity of mobile games to the positive!
Clever little gameplay loop! A little difficult to read the UI at first but after a few tries it began to click for me :)
Thanks so much for playing, and for the kind words! Will pay more attention to UI next time
I really like your gameplay proposal, plus I have a passion for one-button games! And frankly it works well, we play games one after the other and we want to go as far as possible. The graphics are cute. My only complaints are I find a lack of visibility on the items and the characteristics of the bad guys and I find that the fact of holding down to change weapons is not great and it lacks visual and audio feedback so that you understand what you are doing. Well otherwise it is a solid proposal as usual.
Thanks for the kind words, I’ll try figure out visibility issues next time!
It had more depth than I originally realized, and a pretty cool game loop about making the right choices!
My one complaint was that the UI was sometimes hard to decipher, but I guess that's always the risk in a super low res game, I've struggled with the same thing in my own entries.
Great work on this!
This is a great addition to the Crawl Universe and a nice spin-off to the Nightcrawl. I like how you can really get into the flow and just keep playing. My only “complaint” is that I wish there would be one more button to parry the arrows.
Interesting idea with the parry, I’ll keep that in mind once I return the crawl universe. I hope you enjoyed your runs!
Really fun! I liked that there was a learning curve. I also love the art style. I did find the skeleton arrows challenging to dodge. Some of the icons also blend in with the background / environment, such as the enemy modifier icons and the weapons. Good job!
Thanks for the kind word! Better outlines are def. in the plans i just did not manage to get to them x) got knowledge skill checked
A surprisingly addictive little game! I found the gameplay to be decently challenging initially, however by the end of the run I'd racked up a 200+ damage sword! Only to lose it swapping lanes to avoid an arrow...
While the endgame likely needs balancing, I can't say it wasn't fun being that overpowered and running through every enemy that stood in the way!
Glad to read you had fun, sadly balance is nothing but a whack due to me being a slowpoke and not having enough time to playtest. Hopefully the game shows the “overpowered af” side most of the time and not the “god dangit this is bs” part.