Flicker of Lumina by Nash

๐ PLAY THE GAME IN YOUR BROWSER
Test if you can survive for 5 minutes and face the Eternal Shadow.

Flicker of Lumina is a quick action game about light and shadow. You are Lumina, a brave adventurer against impossible task - she needs to banish the shadow from the nearby forest forever. The only hope she has are the fireflies that flicker the light of hope.
Flicker of Lumina was designed to be played in short jam-type sessions. The whole game can be completed in 5-10 minutes! Are you brave enough to last 5 minutes and face the Eternal Shadow?
Use WASD or arrow keys to move. Space is used to push fireflies. Mouse is needed in menus.
- Game Design - @Nash and @Finde
- Programming - @Nash and @Finde
- Graphics and animations - @Nash
Freely available music and sound effects were used in this game. See the full list of attributions in game's itch.io page.
Ratings
| Given | 48๐ณ๏ธ | 70๐จ๏ธ |
Great job!
I really like having to bounce your weapon away from you as a design concept; it creates great tension between
being powerful and vulnerable. The bounces and player speeds feel very finely tuned, and I think that's a great deal of what keeps me playing. The graphics, music and vibe are cohesive and beautiful, and the upgrade cadence feels good.
I had a bit of trouble with the hitboxes of the enemies. They're a bit bigger than the sprites, I think, which can lead to a bit of a surprise when you pass by a smaller shadow. Furthermore, while I absolutely love the fact that you can't see enemies in the darkness, it can be a bit frustrating to run into one that you hadn't anticipated. Making the eyes of the shadows occasionally flicker in the darkness might help you track them without knowing where they are at all times.
Really great work. Thank you for making it!
A surprisingly innovative game. I could see how something like this could be expanded into a longer game with the whole darkness and passive protection mechanic.
Biggest gameplay issue was that the hitboxes for taking damage seem slightly taller than the visual representation and most times I took damage was because of that problem. Even if you couldn't have fixed it due to some limitation you could have added a shadow to warn/indicate that you dont want to be near them (dark is bad). The shadow would also more clearly convey that they are evil (dark is bad) so you instantly know they are enemies instead of wondering the first time you see them.
Most of the upgrades don't have much use, I think you should have made more upgrades that affect the way the combat plays than stats of things like run speed and potion chance. The lights emit more light upgrade is the top tier upgrade and having a couple more that contest it would be nice. Things like enemies move slower in light, lights change direction when hitting an enemy, etc. Changing the combat fundamentally would have made the game much more interesting on replay instead of just do the same thing again until you make a mistake.
Smaller issue but the upgrade image for 'lights are pushed further' seems misleading for what I think it does. It looks like it increases the distance you can push and the name being close to 'lights are pushed from further' doesnt help. If it is 'lights are pushed from further' instead of 'light are pushed harder' then the effect even after two purchases doesnt really feel like it does anything.
The timer wasnt really explained and if it is a game over I feel like that was a mistake. Lots of what I like about survivors games and keeps me coming back is how you feel super over powered late game and at one minute left I started feeling a lot more powerful and if at the end of the timer the game just stopped I would have felt robbed. Many more recent games with that scaling power include a continue feature (crab champions, SNKRX) and while maybe the game is not balanced for continuing, it doesnt have to be because feeling liek you broke the game is many times very rewarding.
It was fun though even if I found a few issues you can't make something perfect easily and many things require itteration and time. Great game and great job!
Overall a fantastic entry. I always have a soft spot for spooky titles and I am glad this one didn't disappoint.
Great job everyone!
Good job :)
- I found it hard to aim the fireflies and tended to run behind the firefly and bait enemies into walking into it.
- It was pretty tough at the beginning with one firefly and getting a second one made it much easier, maybe you could start with two but they would gradually lose their light and flicker out.
A second of invincibility after choosing an upgrade would be nice to avoid getting hit by things you don't see anymore while choosing the item.
A brightness configuration at the start of the game would help too. Playing during the day in a bright room makes it harder to see enemies.
But very well done and very nice concept!
It was a bit hard to guess when I will be touched by a shadow and when I won't (so, not so clear of a hitbox), but otherwise enjoyed playing it!
It's a bit too hard too fast, you dont enjoy the power scaling so much as you could. But frankly it's a very good entry!
Perhaps a pull on the fireflies would be nicer as a game mechanic? It's tricky to predict their trajectory and lure the monsters into it without getting far into the darkness, where new monsters might be. The hitbox also feels unfair at times, with the stakes of getting hit being as high as they are it would be nice to feel every hit is justified.
Having a new firefly at exact minute marks would give the player something concrete and known to look forward to, now I sometimes feel a bit frustrated and desperate when I'm running around on one heart with no potions dropping despite having multiple upgrades on those.
Somehow I felt that the difficulty first seems to get easier and then harder again, I wonder if more people feel this way.
Your game is actually kind of similar to mine, and you might also enjoy this one with a similar mechanic: https://ldjam.com/events/ludum-dare/54/vade-ratro
(Oh and also great Mood !!)
Overall a very solid entry. Well done!
The hitbox for the enemy is difficult- it doesn't seem to match the sprite. But from what I understand, it also makes it easier to hit the enemy. It would be good to keep it easy to hit the enemy since its already difficult to hit with the firefly, but make the actual collision with the character more accurate/or more forgiving.
Also, thanks for the volume controls!
The general polish of the mood, aesthetics and fun is top notch! Well done, guys!
I enjoyed playing this little gem. It's quite hard with the hitboxes and the darkness, but it's very addictive!
After many tries I finally survived for 5 minutes, was surprised it wasn't over but still managed to finish the game on that try. I really enjoyed the cheerful music after finishing the game. That's a relief! Haha :smile:
Original game with cool mechanics!
Unfortunately for me I'm bad at both styles of play. :D
I managed to make the most of it.
Simple and well-made game. It's everything a game needs to be.
Congratulations!