Solar Eclipse by Luxiffre
Solar Eclipse is an action platformer inspired by Asian mountain forests, and the prequel to a solarpunk game we want to work on one day.
Play Tempest on the way to their final mission: blowing out the sun!
Estimated playtime: 5-10 minutes (There are 10 rooms in total.)
Controls
Keyboard:
Move: WASD / Arrow Keys
Jump: C / Space
Attack: X / E / Q / F / Shift
Xbox Controller:
Move: D-Pad
Jump: A
Attack: X

The Team
Mao - Idea, Game Design, Level Design, Pixel Art, Gameplay Programming
Soramajo - Idea, Concept Art, Narrative Design
Luxiffre - Idea, Systems Programming, Soundtrack, SFX
In case you're curious: we're all part of a young indie studio called Moonlit Monitors.
| Link | https://moonlitmonitors.itch.io/solar-eclipse |
| Original URL | https://ldjam.com/events/ludum-dare/53/solar-eclipse |
Ratings
| Overall | 223th | 3.942⭐ | 28🧑⚖️ |
| Fun | 98th | 4.058⭐ | 28🧑⚖️ |
| Innovation | 454th | 3.5⭐ | 28🧑⚖️ |
| Theme | 1115th | 3.06⭐ | 27🧑⚖️ |
| Graphics | 273th | 4.154⭐ | 28🧑⚖️ |
| Audio | 158th | 3.962⭐ | 28🧑⚖️ |
| Humor | 576th | 3.096⭐ | 28🧑⚖️ |
| Mood | 319th | 3.827⭐ | 28🧑⚖️ |
| Given | 20🗳️ | 39🗨️ |
The core mecanics are great and make the game feel smooth!
I would love to see this game but with a challenging fully vertical level!
Maybe checkpoints are missing but the game is still excelent.
Congrats!
Still one of my top 10 games for sure!
Love the graphics, environment & chara-design are both great! The music is nice too!
You should add some invincibility frames when the player gets hit, else we can lose all our HP in a single "hit" when an enemy traps us against a wall...
Great job besides that, once again congratulations for the character design!
Side question: did you develop any other games? I'd be interested in seeing more of your work but you don't have other LD projects here unfortunately. From the quality and polish of this however I'm pretty sure this isn't your first rodeo
Oh and one more minor thing: the dialog was a bit too fast to read comfortably.
But I'm relieved to hear that you still enjoyed the game! We were actually rather nervous going into the rating phase because this game ended up being below our usual quality standards in several ways, but the response so far has been surprisingly good. Then again, we know that the game dev community tends to be overly hesitant to point out flaws, so thank you for your constructive criticism, it's much appreciated! :green_heart:
*edit: Our game designer just let me know that there actually are invincibility frames in the game (indicated by the player flashing red) - but they might be broken or too short. We've recently switched to programming in Godot, so it's possible that things are just a little wonky atm. But all of this edit is just to say that we didn't forget about invincibility frames. My bad ^^;;
The idea tying us to the jam's theme is supposed to be *delivering the final blow*, but I'll admit that this might not be very obvious. We thought about voice acting the narrative, in which case we could've emphasised that part, but we didn't have time for it in the end, so now it almost became like an accidental easter egg. Of course, even the original idea was a bit of a stretch, but among all the other ideas that we had during our brainstorming session, this was the one we were the most hyped for (especially since all of us find the current theme rather uninspiring and boring). And so we simply decided to value fun over strict theme-compliance. No regrets! :grin:
And yes, we have worked on other games before! All three of us are part of a small studio called [**Moonlit Monitors**](https://moonlitmonitors.com/). I should probably add that to the description, thanks for asking! Most of us have been working together for several years creating small games for university projects and some game jams, but we haven't released many of those. We did, however, also make one large-scale game, a precision platformer called [**Germinal**](https://store.steampowered.com/app/1967940/Germinal/), which released this year after three years of development. It's arguably a better reference for the level of polish that we normally aim for, though some people dislike how its visuals are somewhat similar to that of Celeste. (Which is one of the reasons that we're now focusing on showcasing that we're very much capable of creating something entirely unique... Ig it became a bit of a sore spot.) It's different from Solar Eclipse, though, in that SE aims to be more of a metroidvania whereas Germinal is a precision platformer, as I mentioned.
Dude Germinal looks amazing! And it's my favourite kind of game too (Celeste is one of my favourite games and I have to admit I can see the similarities, but in a good way it seems)! It's definitely on my to buy list now. Do you have any plan on porting it to switch by chance? I'd love to play it there.
Interesting idea of using the attack command together with the double jump, though this makes the game a lot harder to master.
The pixel art is beautiful and I loved the design of your main character (remember me Bill from Dragon Ball Super).
The music give the Asian climate that your game intended to convey, but I missed some more elements from that culture to be perfect.
Some suggestions:
- Add some checkpoints would be a great addiction to your game, considering his difficult.
- The dialogues take up a lot of screen space and distracting after a while. Turn their off after we dead could be one solution or else you could shrink the font size.
Overall a great game! Good job!
Welcome to play my game as well.
> The music give the Asian climate that your game intended to convey, but I missed some more elements from that culture to be perfect.
The reason behind this is actually not quite straightforward, so here's some background info.
One of our main sources of inspiration was Bhutan (which is why our NPC is a takin, for instance), because it's one of the few ecologically sustainable countries in the world and at the same time also one of the happiest, so it synergises really well with the solarpunk setting that we want to aim for when we create the game that this game jam is based on, someday.
So naturally before I began working on the soundtrack, I researched Bhutanese music. I'll summarise what I found.
There's several different genres, some are more traditional (most notably zhungdra and boedra), but there's also pop genres (of which rigsar is by far the most popular). Folk music, especially zhungdra, contains mostly vocal elements which are also quite elaborate, so it was more than unlikely that I would do them justice within the time frame of the game jam considering I had never done or even heard Bhutanese music before. The vocal of rigsar, on the other hand, is less elaborate and strict (which is one of the reasons why it's so popular: it's easier to sing), so its melodies were more suitable for the scope of this jam.
I also researched the musical instruments that are usually used in Bhutanese music. The most important ones are the chiwang (a type of fiddle), the dramyin (a type of lute) and the lingm (a type of flute). Rigsar often uses a few other instruments, e.g. the yangchen (a type of dulcimer). One thing that I noticed early on was that folk music often didn't use any drum elements (in which case the dramyin is used to give the rhythm). The music that did was usually the religious kind, but that usually didn't have many melodic elements, which wouldn't have fit this game. Interestingly, rigsar often uses synth drums it seems (see [this track](https://www.youtube.com/watch?v=ymBiWeDLtmw) for example).
One other thing I noticed rather quickly is that they use a pentatonic scale, but it actually took quite a while until I found out which one it was because there's very little information on it online... (It's CDFGA or CDEGA - I used the former rearranged to DFGAC.)
There was still one major problem, though: Bhutanese music is actually rather slow (except some of the rhythmic religious music, but like I said, that one lacked melodic elements). And while I personally really enjoy and prefer slow tracks, I didn't feel like they fit the atmosphere and narrative of this game.
So in the end, to get a feeling similar to that of Bhutanese music, I used the same pentatonic scale and similar instruments, but at a higher BPM (I opted for 170 BPM, which is a lot, but since traditional music is around 85 BPM, it felt kind of similar to me). I chose Jhator (sky burial), which is also practiced in Bhutan, as the topic of the track because it fit both the narrative as well as the BPM really well. Now, it shouldn't come as a surprise that I don't have Bhutanese instruments just lying around in my apartment, and I won't spend money just to buy digital versions just for this game jam. So I used the instruments that I already had that sounded somewhat similar to a fiddle, lute etc., but of course they won't be spot-on. To compensate, I tried to simulate the vocal embellishments of rigsar in the melody of the fiddle. That's why the fiddle's melody now has all these little wobbles. I'll admit, though, that it probably would've sounded more authentic had I just also included flutes. I originally planned on doing that, but because the deadline was drawing near and there was still programming to do, I had to scrap them, unfortunately.
So in the end, it's a mix of me not having access to traditional Bhutanese instruments nor the experience necessary to emulate it well, and certain adjustments that were simply necessary to make the music fit with the rest of the game.
Despite that, its a solid effort and i'm looking forward to next entry!