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A jam submission

Arma Lucis: Luxmalleum (GBJam Edition)View game page

An explorer on a quest to claim a hoard of gold... and the Luxmallem? Whatever that is.
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Arma Lucis: Luxmalleum (GBJam Edition)'s itch.io page

Results

CriteriaRankScore*Raw Score
Soundtrack/SFX#2193.1953.500
Quirkiness#2543.1953.500
Gameboy Soul#2713.3783.700
Overall#2743.1043.400
Gameplay#2762.9213.200
Secondary Theme Interpretation#3082.8303.100
Graphics#3263.1043.400

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme
The game follows the tales of explorers seeking riches at the end of a cursed dungeon. While you alone may not be strong enough to conquer the dungeon's challenges, the remnants of armaments left behind by these long-gone explorers will come to your aid in this conquest.

The theme of old gold is also present in the game's smithing system. Strong relics you find within the dungeon are carried on through the Smith's lineage, allowing you to access items that you were previously unable to obtain.

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Comments

Submitted

I enjoyed this. I was a bit confused at first and it took me a while to get the hang of the combat system. The balance feels a bit off but nonetheless I really enjoyed the mechanics and found it to be a unique experience overall. Could definitely see a more refined version of this as a full game. Also the music was really solid and reminded me of Tetris lol

Submitted

I love the UI and music.

I don’t know what the attack mechanic was inspired by, but it feels really unique.

It’s a well-made game overall.

Submitted(+1)

I made armor and a hammer and somehow I only had one attack ever during the first so I just slowly died and could do anything. I think the concept is really good on paper, right now I just couldn't really start a run. Maybe a guided tutorial could help guarantee at least a first run starts off with a chance.

Tehnically it's really solid otherwise

Developer

Heyo thanks for checking out the game! 
I'll have a tutorial up on the page as soon as possible to better the experience. We unfortunately ran outta time to explain a lot of these mechanics in game, so yep a tutorial should work.

As for the problem you ran into, you should be able to access the storage at the start of a run where you'll find a bunch of gold ingots. These can be used to craft a weapon of choice which will significantly increase your damage output :)

Submitted

I did craft a hammer, or maybe a hammer wasn't a weapon ? but somehow I only had one 'attack bar' on that hammer run, and when I tried again, I got many more (without weapons smithed), so dunno exactly what happened

Submitted (1 edit)

I tried again, I confirm there's a bug on the hammer where the attack bar disappears right after it appears. The sword works fine though

Developer

Ah, I see what you've run into. I'll elaborate on this on the tutorial page, but the way combat in the game works is that each weapon has a certain attack pattern. Hammers have the slowest pattern but deal the most damage per hit.

And for the second part, missing an attack or a parry will break all the notes currently on your attack screen, essentially rendering you unable to attack for a bit.

There's a lotta visual cues and flavor text we wanted to add to explain these, but unfortunately we ran outta time.</3
Again tysm for the feedback, it helps a lot!

Submitted (1 edit)

aaa I get it ! ok it makes sense now wait let me try again, I tried it without ever parrying (and I think I wasn't the only one) so now I get it

Submitted(+1)

The visuals and music were nice, and I like the concept. I think the balance of the game is a bit off though, as it seems impossible to beat the first enemy without smithing anything, meaning that you are pretty much softlocked if you run out of gold ingots. It was also not super obvious I had to move items from my inventory to use them in crafting, I think they should just be available wherever they are.

Still I think you did a good job with everything else.

Developer

Thanks for the advice! There are a lotta things we didn't get to implement as intended, but we're definitely gonna polish them up the moment the Jam's done.