INVISIBRO by FisherGoodwin
Created for the 39th Ludum Dare Game Jam in 48 hours, Invisibro is a simple platformer with one twist, you're constantly turning invisible.

If you ever become completely invisible, you have to restart the level. So, in order to keep you visibility you have to drink potions, or cuddle up against a weird glowy purple circle thing. In order to progress you run through levels frantically looking for the next potion or safe spot as you become less and less visible, all while dodging Boglins (B and G swapped in Goblin, heh) of course.
This game I didn't have enough time with. (Well, its pretty much certain that you won't have enough) Heck, while I was programming I accidentally spilled milk all over my keyboard, and wasted almost half a day thinking it was over when I remembered wall mart exists. That and I went to a fireworks show with my family. I was hoping for more levels to ease the difficulty curve, because as it stands you have 3 easy levels and 1 super hard one. That and the game is to short. I am really happy with my art recently though, its improved so much from the last ludum. Also, forgot too make music until it was to late :<

Known Issues: You can keep racking up the score points by completing the game, and just hitting play again. (Completion bonus? Heh.)
Hope you all enjoy! -FisherG
| Windows | https://fisherg.itch.io/invisibro |
| Original URL | https://ldjam.com/events/ludum-dare/39/invisibro |
Ratings
| Overall | 67th | 3.875⭐ | 34🧑⚖️ |
| Fun | 87th | 3.719⭐ | 34🧑⚖️ |
| Innovation | 261th | 3.25⭐ | 34🧑⚖️ |
| Theme | 187th | 3.75⭐ | 34🧑⚖️ |
| Graphics | 60th | 4.063⭐ | 34🧑⚖️ |
| Audio | 297th | 2.903⭐ | 33🧑⚖️ |
| Mood | 176th | 3.355⭐ | 33🧑⚖️ |
| Given | 14🗳️ | 8🗨️ |
Good job!
Congrats on finishing the Compo this year
Sticking to an exploration focus, I'd recommend doubling the amount of time it takes to be invisible, so the player has a chance to look around and return to base before they die. If you'd like a more frantic run-and-dodge scenario, some positioning hints wouldn't hurt. A zoomed out camera, or shorter sprints so the next checkpoint is always in sight would work. Or some level design hints (signposts with arrows, etc).
I do like the concept of the game; it's an organic time limit that interacts with the core gameplay quite nicely. And the controls are definitely workable for the system. You've pretty much got the timing down right. I just couldn't get very far into it because of the level design.
And it is nice to have a cute end screen that end the story after the very difficult last level !
Great Job!
- Let the player choose how much he wants to jump. Just let the hero fall as the key released. This rewards skill.
- Move the 'full reset' key from T to somewhere far from R. I pressed T and lost my progress by mistake.
Having said that, the art is adorable and the level design is solid and interesting (with hidden gems, optimal paths that are not obvious, etc).
Having said that, the art is adorable and the level design is solid and interesting (with hidden gems, optimal paths that are not obvious, etc).
Very short tough.
Also would like to have a bit more time to get to the potions.
One mistake and your doomed.
Good job.
Anyway, I really didn't mean to ramble for that long, because I actually really love this game! Good job on creating it, I would love to play some more if you continue development.
Anyway, I really didn't mean to ramble for that long, because I actually really love this game! Good job on creating it, I would love to play some more if you continue development.
Wish there was some music, but overall, great work! Kudos~