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A jam submission

Light BladeView game page

explore a vast world
Submitted by The Onion knight — 5 hours, 2 minutes before the deadline
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Light Blade's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#782.6213.571
Relevance to the theme#962.3063.143
Execution#1011.7822.429
Overall#1052.0132.743
Enjoyment#1091.7822.429
Sensory#1151.5722.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
the combat and art style is minimalistic

Team/Developer
Onion

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Comments

Submitted

It's okay

Developer(+1)

enough for me

Submitted

Very effective atmosphere, nice work!

Developer

thanks!

Submitted

The game’s style is really cool, especially when the character glows in the dark. I think adjusting the visuals of the green area a bit would make the game feel more polished—I initially thought the green rocks were poisonous LOLL. The enemy combat feels a little off because the controls aren’t very intuitive (I think using the up arrow to jump might feel more natural) and there isn't any effect indicating if I hit it ot it hits me (consider adding effects to turn red? or add knock bad to the rigidbody). Other than that, I really like the 3D depth effect in the background just like hollow knight!

Developer

the controls are based on hollow knight

Submitted

Enjoyment: 3/5: It feels good to run and jump around; that's about it.

Execution: 2.5/5 (rounded up to 3): Seems basically functional as a platformer, but it also feels like a situation with some things missing. I didn't get any feedback on enemies getting hit (although the player at least has the health bar!) Controls were good. I wasn't sure when I'd reached the end; for me the game went to a black screen after the group-fight against the drill enemies.

Sensory 2/5: The music was fine; there wasn't really any sound besides that. The theming felt a bit cobbled together; the running stick-man is definitely the highlight here and (this is one's man's opinion and take it as feedback, not Gospel) the whole aesthetic would probably be improved by going fuller into stick-figure, well, shapes and figures.

Metroidvania 3/5: It feels almost too sparse; there is one mobility ability that gates your progression and it is a platformer. A little bit of a bonus here is that you did include at least two branching or not-strictly-needed paths.

Theme 4/5: I think this is pretty minimalist!

Developer

good enough for me!

Submitted

My thoughts while playing the game:

  • You need to rename the download file
  • ARROW KEYS?!?!?!?!
  • the stick figure is nice (he blinks!)
  • the jump feels floaty, maybe add a gravity multiplier when going down (it keeps the jump the same height, but decreases the horizontal reach and makes it snapier) (also the character floats a bit when hitting the ceiling)
  • the green light is a bit too much
  • the crawler enemy is hard to see, almost the same size of the foreground objects, sometimes it's hidden behind then (okay it's not exactly an enemy, he does no damage, so just a pogo jump object)
  • the knockback the character recieves from hitting an enemy is too much (thows you off from the plataforns as you try to fight the fliers)
  • the flier enemies have a nice attack pattern, but lack a tell for when they are going to release
  • there is a section of ground missing where the character walks on nothing
  • no coyote time?
  • i got some stairs??? they seem to give me health
  • the character has some weird interaction with some of the edges where he enters in a fall state or gets stuck as if there is a step there
  • the dash being in the left shift makes the controls kinda weird, and it also cancels the hold jump to increase height
  • the background paralax has some weird seams where the next area can bleed through (there is a place with a weird small rectangle of green in the middle of a black background
  • the respawn from hazard put my spawn in the air by the side of the platform, happen again with the second spawning me on top of the hazard, killing me twice
  • the dash has no recharge, even on air
  • i dashed trhough a room that spawned some doors(?) I then dashed through the door on the right side and got a blackscreen, the music still plays but I can't leave
Developer (2 edits)

I realised this during the play test, like ALL of this, but I was kinda late on the submision (my first game LOL)

Edit Decide to explain these errors

first I posted this game at 12 am so I was ''just a bit'' stressed

file name - stress

arrow key -hollow knight did it and I like them

floaty jump - I realised later that the gravity accalaration code was ##cked

green light is a bit much - I have no idea how to make a background so I made a ton of post-procesing to hide that

the crawler enemy is hard to see - making him easy to see reulted in him being giant, also he's passive as you said so I didnt think it would bother anyone

knockback being too much - just forgot to change it

the flier enemies have a nice attack pattern, but lack a tell for when they are going to release that would require animations or another faze witch I was not doing (he took me like 2 days)

there is a section of ground missing where the character walks on nothing - I meant to put some spikes there, just forgot + ran out of time

no coyote time? - prob should have prioritized it, ohh well

i got some stairs??? they seem to give me health - they are supossed to be healt upgrades (I made them at 11 pm)

the character has some weird interaction with some of the edges where he enters in a fall state or gets stuck as if there is a step there - tryed to modify the terrain to make it happen as little as possible

the dash being in the left shift makes the controls kinda weird, and it also cancels the hold jump to increase height - all intentional

the background paralax has some weird seams where the next area can bleed through (there is a place with a weird small rectangle of green in the middle of a black background - I have no idea on how to make a good background

the respawn from hazard put my spawn in the air by the side of the platform, happen again with the second spawning me on top of the hazard, killing me twice - you moved while the screen was black(maybe I should have stopped movement?)

the dash has no recharge, even on air - I forgor

i dashed trhough a room that spawned some doors(?) I then dashed through the door on the right side and got a blackscreen, the music still plays but I can't leave - that was a battle arena, I forgor to give the walls collision(you would think I would chatch that?) as for the black screen that was the ending, I didnt have time to make a proprer one

Submitted

For a first game that's a really good start

My first one was this thing:

A autorunner where the "UI" (the teddy bear) is anchored to the character and I sent the whole project as a submission

Developer

still cool