Hikari’s Journey 光の旅 — the umbral world by Junber
Hikari’s Journey 光の旅 — the umbral world

Play as Hikari, a dim light awakening in a unstable world of darkness. Surrounded by abstract shapes Hikari has to recover their speech and memory. But hardships lie hidden in Hikari's memories. Will Hikari be able to overcome their trauma and escape this world?

The game is split into multiple smaller games, which each constitute a chapter of Hikari's journey to overcome their faults and to find out who they are. Between these games, you will have to click 'Run Game' again on the itch.io page.


Content warning: Topics may touch on anxiety, substance abuse and depression.
Credits:
| | -- | -- Game Design, Graphics, Programming | Junber Writing, Game Design | NonSans Music | Steamdr4gon
| Link | https://solid-squid-contingent.itch.io/hikaris-journey |
| Link | https://github.com/Solid-Squid-Contingent/LD-49 |
| Original URL | https://ldjam.com/events/ludum-dare/49/hikaris-journey-the-umbral-world |
Ratings
| Overall | 46th | 4.242⭐ | 33🧑⚖️ |
| Fun | 375th | 3.742⭐ | 33🧑⚖️ |
| Innovation | 11th | 4.435⭐ | 33🧑⚖️ |
| Theme | 275th | 4.032⭐ | 33🧑⚖️ |
| Graphics | 608th | 3.758⭐ | 33🧑⚖️ |
| Audio | 178th | 3.919⭐ | 33🧑⚖️ |
| Mood | 5th | 4.613⭐ | 33🧑⚖️ |
| Given | 20🗳️ | 37🗨️ |
Overall a very solid interpretation of the theme. Congrats !
I really like the art and the music, the dialog is pretty engaging too!
I loved the mechanic where the yellow text expanded the sentences (the first time, the second time it was just a continue button :P)
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The art at first moved a bit much and hurt my eyes, but overall i think it was pretty unique.
I got stuck here and couldn't finish the game :( is there a control i dont know about?

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Great job overall!
Also thank you for making the walkthrough video, it really helped. Keep up the good work! :)
That being said, if I had one piece of feedback it'd be that I felt it was too long. Maybe it's just because of the expectations for jam games, but even though I was enjoying each part, I felt like I was ready to see it wrap up for a while there towards the end; particularly the Sorting puzzle game felt a bit long in the tooth. Though, to be fair, this is coming from a guy who didn't get nearly enough levels into his game in time, so what do I know haha. The story being so interesting was part of that too; I just wanted to get back to it and see how it finished!
Specific props:
The dialogue effect, particularly the first big wall section; other people have mentioned it, but it really is a unique way to keep the player engaged.
What also helped was the fact that the writing was really good! I feel like it's easy with games covering what this one does for them to feel a bit melodramatic, but it was really tastefully put together.
Great job all of you :thumbsup:
Anyway, onto the actual review.
Story: At first I was worried the game was going to simply be about a person wallowing in self pity, but I was relieved when it started moving in a more positive, supportive direction. I think my favorite bit was the section where Hikari confronted the sources of his anxiety one by one, and realized that his depression was preventing him from accepting their support and working to improve his life. Watching him overcome this was cathartic, and I thought it was very well done.
Art: The simple art style works quite well as a portrayal of a more abstract story (And I imagine a nice way to finish within the time limit). The color choices do a good job of making what you can and can't interact with readable. I was really surprised when the game suddenly shifted to 3D, and played around with different styles. For the most part, it worked really well. The only section I felt was a bit lacking was the first person platforming bit at the end, it felt less cohesive visually than the rest of the game. Which I suppose was the point, since he was waking from his coma, though I think it detracts a bit from the clean minimalism of the preceding sections by looking unintentionally amateurish by comparison.
Music: I thought the more thoughtful solo piano really served the simplistic visuals of the game well, while capturing the ponderous nature of the story. In particular, I like how the section after the puzzle bit was the same song, but in the major key instead of minor. A small touch, but a nice way of portraying the character working through his problems.
Gameplay: The variety of game modes was unexpected, but welcome once I got used to it. Exploring the world and talking to NPCs was very engaging, and the clickable words added some nice interactivity to the written sections. The puzzle section in particular was well thought out, and could have easily been a game jam project on its own. I can't believe you guys even had time for some bonus puzzles, lol. A few (hopefully constructive) nitpicks:
1. The top down 2D section at the beginning had some clunky movement. You had to hold the arrow key down for waaaay too long to move across multiple tiles in the same direction, which meant mashing the keys was the fastest way to get around. I imagine this is because it was reusing movement from the puzzle section later? Speaking of which...
2. The controls during the puzzle section were a bit overly sensitive to me, it seemed really easy to accidentally do inputs twice when doing actions like switching characters. I don't know if it was reading key inputs based on some sort of timer or simple when a key went from unpressed to pressed, but the latter would work much better.
3. The platforming during the first person section at the end felt unnecessarily clunky. I would remove the hallway with the tiny platforms entirely, as it doesn't add anything to game and it breaks up the pacing of the final section.
Overall: Despite my nitpicks, this is easily a 5/5 jam game. With a bit more polish and time, I could easily see this being a solid, full-fledged game. You guys should be proud of what you've accomplished, and I look forward to seeing what you come up with next!
As for making so much content: One thing that made it easier was using game engines that make creating things easy. Most of the sections were made in either Bitsy or Twine which allow for a really fast pace. The puzzle section was made in PuzzleScript which is also amazing (so not the same movement code as the other top down sections). Though all of these come with their own restrictions and trying to go beyond those or working around them often requires extra effort again. Beyond that, the secret is just working too much...
P.S. I lol'd at the Jojo reference - was not expecting that AT ALL
edit: I guess this was the missing link? https://solid-squid-contingent.itch.io/hikari-7
definitely gets more interesting after that first part, nice entry. Part of it reminds me of alter ego the NES homebrew. interesting narrative as well.
The link that you found already takes you pretty far into the game, skipping a lot of the story.
Writing, Graphics, Music, Game design were all absolutely extraordinary. Even though the writing and story development was sticking out especially.
It was an emotional experience, and I'm glad for the uplifting and encouraging ending. Some of Hikari's thoughts definitely hit home.
The scope of the content felt several entries worth, and how you tangled them all together to a harmonious and cohesive experience was impressive.
When the flat 2D world was suddenly three-dimensional, I had the biggest smile on my face. Very nice effect!
I liked the puzzles, which would have already received good ratings from me as their own game.
All in all, this is the most remarkable entry I've played so far.
Thanks for the experience. You did very well!
To improve: In the last (FPS like) 3D environment, I couldn't pan the camera. The only interaction I could do was movement with wasd. I'm not sure if this was intentional, it didn't feel like it, since I couldn't really explore the levels as much as I'd liked.
Not being able to turn the camera was indeed not intentional and I have no idea why this happened. What OS and browser did you use? Were you able to turn the camera in the 3rd-person 3D part?
I'm on Ubuntu 20.04 with Firefox 93.
I'm not sure if it was possible in the third person 3d part. I definitely didn't do it there as well :D But I also wasn't expecting it there. Would you happen to have a direct link to that section? Then I could try.
If you want to try it in the third person part anyway, you can go [here](https://solid-squid-contingent.itch.io/hikari-6?password=will%20not).
Also, *multiple engines for one game?!?* I'm amazed at how just a few people managed to make such a game, it really is awe-inspiring. And now I know why I kept having to jump all across Itch. 🤔
I do feel like the Sokoban-style parts had quite the extreme difficulty curve, I barely managed to get to The World even with the walkthrough and I just ragequitted then. (Sokoban is one of the few games that frustrates me enough to ragequit)
Overall, I'd rate this game as Perfection/10. This is an absolute masterpiece, one of the greatest games of LD49. Thank you for making such a beautiful story about dealing with depression and anxiety, and not making unstable mental health be a thing that is mocked for bonus theme points!
10/10!