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Lumos Down's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #14 | 3.920 | 3.920 |
| Audio | #21 | 3.680 | 3.680 |
| Theme | #28 | 3.720 | 3.720 |
| Overall | #30 | 3.429 | 3.429 |
| Graphics | #31 | 3.880 | 3.880 |
| Fun | #53 | 3.040 | 3.040 |
| Controls | #60 | 3.080 | 3.080 |
| Accessibility | #77 | 2.680 | 2.680 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5
Wildcards Used
Fusion
Combine two game genres
Lights Out
Use darkness/night as part of your game
Upgrades & Updates
Items and/or Skills in your game can have modifiers and upgrades
Game Description
Pet sim/ Rougelike about saving light from the dark.
How does your game tie into the theme?
The pets light decay as time goes on
Source(s)
N/A
Discord Username(s)
dooliscool, goosypie, kappecoppa
Participation Level (GWJ Only)
Dool - 2, Others - 1
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Comments
The game play was a bit confusing (like, two games in one??) but overall, it looked so cool.
I mean, you had such a cool opening cutscene, you got my attention there. How did you make that? Are they all Animation Player cueing up everything?
Anyway, I think it's a cool entry. Nicely done.
Yea, actually! It's one scene with different "Cards", the nodes inside of them showing and animating and stuff
The title screen is actually in there as well, but that probably isn't a good thing XD
- Goose
Ohhh interesting! Pretty simple yet looks pretty effective. I'll have to try that myself.
And thank you for taking that screen cap! Really appreciate your effort, Chroma!
Amazing art and execution! I really enjoyed it but the game is quite confusing and fast paced, getting more pets felt like something negative at points because I couldn't keep them alive so easily lol. The play minigame is kinda weird because it's a distraction and at the same time is really over powered if you just get it right before a room is cleared so you can play it safely and heal the pet completely without spending any sun, but this does get less useful once you get a second pet though. I do like the concept of dividing your attention, it kinda reminded me of the hardest challenges in FNAF-style games with resource management and fast paced movements.
I love the Undertale/Deltarune influences in both the art and enemy patterns (I recognize that roaring knight sword attack, brings PTSD)
Oh and I'm such a fan of the studio card at the beginning with the randomized sounds.
Great game overall!
Love the art and style! The gameplay is not intuitive, but once I got the hang of it, I enjoyed playing it.
I was a bit confused at first like some others have said, perhaps one or two additional bullet points in the game description would have helped to explain some of the mechanics present in the game (for instance it took me a perhaps embarrassing amount of time to realize that I should click the pet sprite on the right, and that clicking on it would reduce my sun level 😅)
But this game is great nonetheless! Enemies are varied, the controls feel fluid, and the presentation is absolutely top-notch! Amazing work from the entire team!
Style... Style is everything. That was a great game, dudes. Enjoed it a lot.
Very cool and very high effort! Graphics and music are good and the gameplay is quite thought out but not completely communicated at first. It's very nice entry!
this is a really fun roguelike, i enjoyed it a lot! that intro was so sick. really set the tone of the game well ^^
i found the game a bit tough to understand at first. i love the art direction, but i think some more work in that department to make the interface and sprites more immediately intuitive would've gone a long way to help with that issue. for example, "click on pet" originally had me clicking the gameplay sprite, rather than the ui portrait on the right. there's a similar issue with the various health meters, and your currency (sun) not being immediately clear until you eventually figure it out by playing. it's a pretty simple fix though, and i don't think it affects the game too negatively once you get going :3
once i figured out the mechanics, i really enjoyed the game! the music was of course incredible, and i think the gameplay has a lot of push/pull to it that gives it a very "one more run" feel! one very memorable point for me was when i was fighting one of the bosses, my light ran out mid-fight, since i didn't have any upgrades, and i spent a little while stumbling around with only a small circle of visibility around me. i used the direction of my projectiles to figure out the location of the boss and actually managed to squeeze by in the end! that was a super rewarding feeling for me, and the extra 25 sun only sweetened the deal.
i'm not sure how i feel about the "PLAY" mechanic. the button was a source of confusion for me at first, as its not intuitively explained what the button does until it eventually gets prompted later in the game. once it did, i found the minigame more overwhelming than exciting, especially because it always triggered in very packed rooms, it ended up being too much for my brain to take in and usually i ended up failing the minigame while also sustaining several hits. id consider maybe reworking this part of the game a bit?
the pet simulator aspect is fun, i really like how it forces you to weigh your options between preventing your light from going out for the level, or making it easier to kill enemies so you can gain more currency faster. its a very odd choice to fuse with an action roguelike, but you guys actually pulled it off really well :) i think there's a lot of potential to flesh this out in particular.
you guys did great on this game though! i'll be happily awaiting the full version when it does eventually come out, very impressive work :))
Thanks for the longer review!! Gave me some real insight ^^ (Feel bad for not leaving a longer review on your game, now. But big truck was such simple fun for my brain XD)
Unfortunately that's the most common complaint XD I can't think of a real way to fix that besides adding a tutorial or controls screen, really.
I'm very glad to hear that! I was expecting this to be a game people just played once and dropped, but watching people play it showed me the opposite. Do you know what exactly about the game made you feel this way? I'd love to develop it further in that direction
In the full version, we're thinking of adding more games and removing the breakout. We're thinking more passive games like simon, or some block blast clone! A mechanic I don't think people used much was the fact that you could play in hostile rooms to fill your pets meter without them having to prompt you to play first. Making it so if you're an expert multitasker you can perserve sun! But that kinda did fall flat, the people who did use it clicked the play button right at the end of the room and filled their pets meter for basically free! So a rework is due, yes
- Goose
Style, sound is awesome. Gameplay in start seems pretty confusing. But after a few levels It became much clearer. Love the light effect around a character, well done
Thanks! And yea, thats a common complaint, sadly.
what was your confusion cuased by? Were gonna make an updated version in the future,and I'd love love to know how to make it less confusing XD
- Goose
I think more explanatione of "PLAY" mechanic of the light pets and after getting an another light pet warns player about decreasing light on ALL pets player have.
Very stylish, and I love the soundtrack! Although, once I got trapped in a corner by some enemies and couldn't get past. But regardless, well done, very nice vibe!
Very neat game. I really enjoyed all the interesting light effects going on.
I appreciated a map feature, but I would've preferred if either using the map paused the game while viewing it, or if it was transparent so that I could still move through the world unimpeded since my pet(s)' life was continuing to tick down.
The pets themselves all felt pretty distinct and fun
Thanks!!
And yea, watching people play the game I've noticed that this was a feature that was needed XD I plan to make a V2 of this game in the future and that is one of the things I will add!!
I kept clicking the light bulb during my first play through, only to find myself playing breakout, in the dark. I would enjoy a whole game about breakout, but this was too tough for me.
I love how what looks kind of blocky and ordinary in a screenshot comes to life in the game, for like what, the cost of 1 extra frame? I must try it sometime. Nice use of light shaders. The enemies felt mortal and beatable, though as I say, too tough for me.
Plus points for procedural generation, always a good sign that the game will have a low-maintenance future.
Pretty cool! It just took me a few minutes to figure it the statuses.
The candle pet is my favorite
the mixture of the dungeon crawling and brickbreaker is genius!
Thank you!!
Am able to feed the pet until it wouldn't fill the bar after beating the first boss despite having 40 suns. The candle pet is cute!
Thank for the praise and thank you for the bug report! We hope to make a post jam build that with address it [and add some more floors!]
Cute art and I liked how the character felt to control, pretty fun! And I enjoyed the story at the start, really neat touch. Great Job!
Thank you so much!
cool music, i loved the variety of pets and enemies
Thank you!!
Looks and plays well but i didin't understand what to do :c
Thank you for the praise and im glad its still able to be enjoyed even without understanding it XD. If you want to revisit it at all and learn more of how to play im always open to hop in a call or something! My discord is dooliscool!
I love the art style! Super creative. We actually did a similar thing with the ring of light revealing the world around the play. Well done!
Thank you! And, yeah its funny we stumbled upon a similar concept XD.
I LOVE the art direction here! The music is amazing, too.
Thank you!!!