Those boosts and reverse controls can finish you fast! Definitively a decent little game with further potential
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LightRun's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #32 | 3.479 | 3.667 |
| Gameplay | #39 | 2.951 | 3.111 |
| Theme | #60 | 2.530 | 2.667 |
| Overall | #62 | 2.298 | 2.422 |
| Art | #67 | 1.581 | 1.667 |
| Sound | #71 | 0.949 | 1.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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E for everyone
Comments
I think a really great concept for a game! It was especially satisfying when I realized I could combine </> arrows with ^/v arrows to align with the angle of the path that I was on. I would love a version of this game with procedurally generating paths (although that's easier said than done!)
Thanks! I wish we could have gotten to some more polish and SFX as well. The addition of the text for the crates' contents was our best compromise for the time that we had left. Was it the Pulse that was confusing? We had split the effects into positive and negative results, which is what the Pulse was supposed to display. But during development, I found things like the slow down, listed as a positive effect, could have negative results depending on the situation.
Deadline hit me hard too, couldn't polish much on my game either. The pulse wasn't the confusing part, I like that mechanic. I just couldn't figure out what distinguished the contents of each crate. I noticed there were different effects and symbols (I think?) But it was just too fast paced for me to figure out the pattern during gameplay. I didn't even notice the text you just mentioned lol. Maybe it's just a skill issue though...
Oh I think I see. The text is pretty much the only thing that tells what effect came out of the box. The symbol to the right of the player is for the pulse cooldown and the ones on the left are timer bars for the duration of certain effects. We never got the chance to explain those properly, though I might be able to add something to the description for it. I had thought of some ways to add that information to the game but, again, time happened.

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