Nice game, well polished, looks like a lot of heart was put into it. A bit hard, though, but that's not a bad thing.
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Knight of Light's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #152 | 2.879 | 2.879 |
| Music | #229 | 3.155 | 3.155 |
| Aesthetics | #276 | 3.362 | 3.362 |
| Mechanics | #321 | 2.966 | 2.966 |
| Sound | #322 | 2.759 | 2.759 |
| Overall | #330 | 3.069 | 3.069 |
| Fun | #387 | 2.759 | 2.759 |
| Theme | #463 | 2.707 | 2.707 |
Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
UI - noto emoji CC0; SFX - rubberduck, CC0; Music - Reverence Yourself(Delusional Lies), Alexandr Zhelanov(Journey to the East Rocks), Bogart VGM(Lofi Chill Beat)
Comments
I really like the core idea of collecting parts as wind and transforming based on what you collected. It's outside the scope of a jam, but I imagine it would be cool if one could later find different weapons and it becomes somewhat of an interactive build.
Starting the game was a bit frustrating, because it's mostly one hit death and it's not really clear what is good/bad, what can be interacted with and what should be avoided. Made is very frustrating to start over again, because a lot of it was long corriders of just pressing one direction button.
So, really loved the core, but it needs some polishing imho :)
Good game. Enjoued playing your game. Movement is good. I believe a tutorial is needed in the start as it got difficult for me to get the hang of the game in the start. Rest all was amazing.
very unique and creative! i love these kinds of top down games
movement is great, dashing around is fun and attacking feels good! i think i got softlocked from getting the top orb thingy a few times because the enemy would spawn camp the entrance and there was seemingly no way around it, and also getting the armor started feeling more like a hindrance most times since you mostly dont need it, it also takes your dash away, and i didnt find a way to unequip it aside from exiting the whole area
that said, great job, congrats on the submission!!!
Amazing feedback. Its true the armor doesnt provide much, but perhaps a save, if we get hit. Let alone the sword, we use it once on the orb, twice on the fire enemy, and last on the boss.
Theres definetely serious redesign to bring, to make it more interesting, and I am thinking about more enemies than just a total of 8. Perhaps an army of twisters and drones? I could definetely add more actions!
Seeing your notes in the comments below was so interesting! This definitely requires some creative thinking and I can see that you put a lot of effort into the story. It has a nice retro vibe that I really love, and the animations from the top-down perspective are absolutely mesmerising. Breaking barrels was my favourite thing ever. Well done!
I didn't really like your game, very sorry.
The challenges are pretty hard. 2 challenges that I could beat quite easily, another one that I understood thanks to a screenshot, and one that was really hard because the enemy is nearly invisible. Maybe this one renders differently in the editor or as a desktop export (which I prefer to provide just in case ; I know people prefer web builds, but I have some bugs that I'd like to fix).
There are no invincibility frames, so I get game-overed by being hit twice in a row.
I just gave up after that. I found this frustrating.
The bubble transparency wasnt a good idea. I lacked time to redesign it and was afraid to break the game loop.
But I think a shadow silhouette or splashes wouldve been a better sprite for that enemy.
I do not mind if we lose the game, the intention is not the win, but the trial behind. Everything is connected after all :)
It definitely needs to think out of the box, I found some stuff by my self, I stuck to other parts and got help from the video. I didn't complete it yet but I will give it another go at the morning with fresh mind. I have to say it got me hooked for a long time. Very addictive. Great job :)
I absolutely needed the youtube video to show me the way. The only routes I figured out myself were Fire and (kind of) Wind.
I like the idea and I appreciate that every path had its own unique solution. Dying in one hit is harsh but fair; however the fact that it also resets all progress made is a bit too harsh for a game jam, I feel. Even after I finally managed to completely grow the tree, I failed on the final boss and the idea of going through everything from the start for another shot was a bit too daunting.
Nicely done and with a variety of mechanics to get forward in the levels. As GabrielRG, I was roasted in the lava rather frequently but I admit puzzlers as this are not the type of game I play very often.
I liked the movement/action help text in the starting area. Onboarding is always good when a game does not use the usual standard actions everywhere. The SFX and the music amplified the mood even if the music seemed a little too modern for a dungeon whirler - but it was motivating nonetheless.
Good work on that one! I know the difficulty is intentional, but I'll bring this nitpick anyway. On the lava obstacle section I feel that if the player had a little more time to dodge it would feel a bit more fair. I had a falling obstacle mechanic on one of my other games that had the same issue!
The programming side is where I am a mess, but I keep doing courses, and keep practicing it! I was a bit better with blueprints.
But I start to get the hang of gdscript. When your scripts reach 200-500 lines, it gets a bit overwhelming, but the more we spend times on it, the clearer it gets. Thats what I did the most during that 10 days XD
Otherwise for the visual parts, that took me 2-3 days. The tilemaps were challenging because I made them in blender. I had to cut them at the right perspective, so they work well in godot!

Difficulty is definitely reminiscent of Dark Souls. Nice job on all the different zones, brining this together in 10 days couldn't have been easy.
I think it shows I died countless times in Souls game XD
In 10 days its was very hard, because my youngest Knight had his 4 months shot just before and he was unwell for almost the whole jam. So it was being there for the kids and doing the game at the same time!
But I think it gave birth to something spiritual, so I am happy.
Pretty cool, I don't think I've been a Swirl of Light in a game before. I like how all the puzzle areas felt different. I wasn't able to figure out the East path solution with the other swirl though. I agree with the comments about checkpoints, I think any beacon you lit should stay lit across deaths, it fits with the central theme of the tree's growth and the repetition of re-solving already solved areas doesn't offer much value to the player - even Dark Souls leaves open the doors that the players unlock along the way. All in all, this game has a unique feel all its own, and I think that's a credit to you hand-crafting all your assets. Nice work!
Great submission! Was a bit hard and kept dying but I kept coming back. I like the overall feel of the game.
Nice entry! I couldn't beat the game, but I still appreciate the puzzles and the ideas behind them. I also like the writing. It gives me Tolkien vibes, which add a lot of charm to the experience.
Great work!
Nice! A bit harsh, it's difficult to avoid some deaths even when trying hard, but good idea. The water is a bit too transparent, not easy to spot. Good job
amazing game, I really the aesthetics of the game, music, sfx are all cool, overall GG




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