Lumen by mons657
Lumen is a puzzle platformer about a little stick man named Lumen, who must collect light bulbs to see the screen and move to the next level.
CONTROLS:
A and D to move.
Space to jump.
Holding space will grab the platform above you.
Walking into a wall while holding space will allow you to climb.
Left click to shoot your crossbow.
To beat a level, collect four lights.
You cannot move during narration.
Should be played with sound.
The Large enemy on the fourth level is a boss. He will attack you from a long way away, so be careful.
CONTROLS:
A and D to move.
Space to jump.
Holding space will grab the platform above you.
Walking into a wall while holding space will allow you to climb.
Left click to shoot your crossbow.
To beat a level, collect four lights.
You cannot move during narration.
Should be played with sound.
The Large enemy on the fourth level is a boss. He will attack you from a long way away, so be careful.
Ratings
| Coolness | 50% | 3 |
| Overall | 3.17 | 587 |
| Audio | 2.86 | 472 |
| Fun | 3.24 | 405 |
| Graphics | 2.83 | 714 |
| Humor | 2.85 | 325 |
| Innovation | 2.69 | 856 |
| Mood | 3.24 | 299 |
| Theme | 2.76 | 1127 |
I liked how you narrated out the story, but I wish you made each narration shorter, because it was boring being unable to move while you talked for half a minute. Overall its a good game.
There's some issues with collision (projectiles going through enemies and picking up projectiles doesn't always work). Also, funnily enough, you can stand on top of enemies. Not sure that is intentional but it sure is cool :) Also, technically the game isn't literally on one screen (it has several levels) but... whatever :)
Overall, great job!
The set of controls at the bottom got in the way on some levels. Also I had my troubles with the platforming, but I also suck with platformers in general.
I was touched by the last boss because it was next to me at the beginning of the level. I couldn't undersand because I could not see him (but the other enemies can be seen in the dark, no ?)
Instead of doing new levels, perhaps you could have changed a same level dynamically (for example, Player activate a trigger with his items, then he sees the level parts moving, and finally the items get dispersed in the level and it gets dark (so there is a challenge of memory to remember how the new level is made).
Sorry for all this text, I liked the experience, so I wanted to give a big feedback :)
Also, source seems to be removed?