#relicsofpast by Eremiell

Platformer, a hero goes down the dark cave to find long lost ancient relics.
He has a light source but very limited power supplies which are running out, so he has to use them moderately to preserve them to his goal. And back…
Controls:
- Arrows or WASD to move around
- Spacebar to trigger lantern
- You can only move in darkness
News:
Mac build hopefully finally working as should be! :) If not, you'll still have to grab the library from here and install it, but hopefully shouldn't be the case anymore.
Side note for building from source: all sources are in the github, but you'll need the other file flagged as source code too. It's assets archive. Just uncompress the res folder whereever you have your compiled binary.
What's missing from this build:
- The actual relics. :( They'll be nice and funny I promise, though won't really change the actual gameplay much.
- The layer 0, just a room with solid floor to try out the mechanics before entering.
- High scores
- Run timer
- Main menu
- More complex platforms
- More stuff?
We'd like to polish the game in coming days, so if you enjoy it, stay tuned. Of course this is the jam version to vote on, so please comment, vote, and let us know, what we might polish or add.
Tools and resources used:
Eremiell/OS:
Eremiell/Coding:
Eremiell/Streaming:
Eremiell/Misc:
xclementx/OS
xclement/Graphics
xclementx/Audio
Team/Communication:
https://www.youtube.com/watch?v=68zemE3pWE4
Ratings
| Overall | 826th | 2.537⭐ | 43🧑⚖️ |
| Fun | 816th | 2.31⭐ | 44🧑⚖️ |
| Innovation | 823th | 2.146⭐ | 43🧑⚖️ |
| Theme | 839th | 2⭐ | 43🧑⚖️ |
| Graphics | 644th | 2.902⭐ | 43🧑⚖️ |
| Audio | 225th | 3.463⭐ | 43🧑⚖️ |
| Humor | 626th | 1.714⭐ | 37🧑⚖️ |
| Mood | 706th | 2.615⭐ | 41🧑⚖️ |
| Given | 41🗳️ | 44🗨️ |
Double jumping was annoying, need to require another key press to jump rather than auto double jumping when you accidentally hold it down for too long.
Never needed to turn the light on, not sure why it was necessary, and the platforming was very easy except for the above mentioned double jump, never felt challenged. (Asked you about this on IRC and now know that when the light is off it should be too dark to see the platforms, so just make the screen black when the light is off).
Double jumping was annoying, need to require another key press to jump rather than auto double jumping when you accidentally hold it down for too long.
Never needed to turn the light on, not sure why it was necessary, and the platforming was very easy except for the above mentioned double jump, never felt challenged. (Asked you about this on IRC and now know that when the light is off it should be too dark to see the platforms, so just make the screen black when the light is off).
I think the basics is there. There is lots of room to improve.
For example, light on could do something special.
Also, I'd make the stones to be a bit easier, i stumbled onto a unjumpable configuration once.
I do like the idea, and treasures would be nice too.
Also, it seemed to just be an endless series of randomly generated maps.. some with impossible jumps.
The music and the graphcis were nice, but that's about it, unfortunately. Considering this is a 2-person effort over a 72-hour jam period, I can't really rate this particularly high. This seems more like the basics that should be in place after the first day, not the result of an entire 3 day period.
I don't mean to sound too harsh, but there are even 1-person 48-hour compo entries that has more work put into it than this game. It's not a bad start, but as a jam entry I feel like you should've gotten further than this.
I have to agree with @mars that this seems to be fairly low in content for a jam entry, if you ran into problems during development try writing about them in a blog! Retrospection is a great was to learn from your mistakes, get feedback on where you went wrong and plan how you can improve next time. Don't give up! See you at LD40 :)
The light is completely useless since you can see everything perfectly in the dark. The platform part is not very interesting either: the player have already seen everything after just 30 seconds of game play, the jump trajectory is... strange, and the platform limits are very unclear.
Every time I die, I lose at least 2 hearts in a row because I fall just after reappearing.
The transition from ! level to another is unclear.
The idea of analysis part and then action part, is to be exploited in my humble opinion !
Of course you should have let no visible image of the level in the dark but who can blame you since it's a 72h jam ?
The music was very cool, too !
Well done ! :)
* I did not get the point of turning the lights on. Since I played in the darkness all the time I did not get to experience the artwork you have put into this game. Holding down the up key automatically double jumps, I think that is a problem with the game controls.
Good
* I really liked how you give feedback using the sound. Good art work.
Thank you for making this game. I enjoyed playing it!
You can't even restart the game without restarting the application?
Other than these, very nice artwork and excellent music!
The gameplay is polished but in my opinion unfinished...
Keep up the great work!
There is indeed a strange paradox in that the art is cool, but we all end up playing with the lights out 100% of the time so we don't completely get to enjoy it!
Otherwise the platforming works well, and I'm impressed with the level generation that yielded sometimes hard but never impossible jumps.
Now other than jumping and collecting life here and there it doesn't seem like the gameplay is really complete ; for now it's just basic platforming. Maybe there's an interesting use of the light to find (like having some platforms only there when the lights are on/off), but for now it does lack depth. The art & music are really good though so you have a great start to turn it into a deeper and more replayable game through more contents & mechanics!
The music was lovely, and the light mechanic seems super promising! Like, for example, if there's enemies that are paralyzed by the light, but you can only hold the light on for a little while.
Good entry! And since you asked for a linux64 version of my game, here:
http://puu.sh/x6RTU/d3b8e86ca0.zip
@eremiell We finally have a linux build. So, check it out ;)
The gameplay is little monotonous, due to the jumping being the only mechanic. Jumping and moving of character feels fine although I feel that double jump gets triggered quite soon, the question is if it even should trigger on jump hold and shouldnt require additional jump press.
The transitions between levels in also little confusing, because sometimes you start from right side and sometimes from left for no apparent reason (at least not apparent to me)
And the mechanic is a little shame since because of it I'm playing basically the whole game in dark but the pixel art is actually quite nice.
It's good that you tried to explore this concept of "can't move in light" but it turns out that if you can play the game just as fine in dark, it's like it's not event there. Maybe you could be in dark completely (not see anything) so players have to remember the way a little bit and just switch the light on and off for a little while? And during those moments you could be showing some monsters! :D haha there are definitelly some cool stuff that could be done with this concept!