Glimmer in the Deep by ScrivenerOfLight
In Glimmer in the Deep, you play as Glim, a wisp sent on a quest of utmost importance.
I did all of the programming and made the art by hand (that was probably my favorite part). I was working alone on this one, and I had less time than I had hoped. As a result, I was not able to add any music or sound effects. And I would have liked to have included a start screen and intro/end scenes. But I am pleased with the final product.
For some reason, the game does not want to load when embedded here.
Let me know what you think in the comments.
Change Log:
4.7.2025 - Lights were not working in some places in WebGL that worked in Unity's editor - Friction values were causing sliding and bouncing in WebGL, which was not occurring in the editor
4.8.2025 - Removed data caching from WebGL build to enable embedding here.
| Link | https://scriveneroflight.itch.io/glimmer-in-the-deep |
| Original URL | https://ldjam.com/events/ludum-dare/57/glimmer-in-the-deep |
Ratings
| Overall | 368th | 3.64⭐ | 27🧑⚖️ |
| Fun | 583th | 3.16⭐ | 27🧑⚖️ |
| Innovation | 647th | 2.923⭐ | 28🧑⚖️ |
| Theme | 223th | 4.019⭐ | 28🧑⚖️ |
| Graphics | 264th | 4⭐ | 28🧑⚖️ |
| Humor | 672th | 2.024⭐ | 23🧑⚖️ |
| Mood | 292th | 3.808⭐ | 28🧑⚖️ |
| Given | 25🗳️ | 29🗨️ |
Art's good, by the way.
@pilarius - Thanks for playing and commenting!
@sasik - Thanks! I worked hard on the art. I'm glad you liked the dialogue boxes - those were something I wish I could have added a little more artistic flair to.
@igorekkedziorek - Thanks!
@jackshadow - Thanks for your thoughtful feedback!
@jester1454 - I hear you (pun intended) on the lack of audio. That was a big disappointment for me, as well, but I ran out of time.
@deadcode - Thanks! Glad you liked it!
@hnkxobka - Thanks for playing - glad you liked the art!
@deruitda - Appreciate your comment. I wanted to give it a little claustrophobic and dark vibe, so I'm glad you enjoyed that. The energy loss feels especially fast early on, but once you get a few crystals, I feel it is less tense, but I hear you and appreciate the insight. Didn't have enough time for testing.
@eshera - Thanks for playing and commenting. I wish I could have fixed the issue with sticking to the walls - that was caused by using the same layer for walls and floors, which meant same material - and so it became a battle between sticking to the walls (higher friction) and sliding up them (lower friction).
Can I ask what did you use for the map? Those are blocks or tiles? I feel like you had to draw a lot!
@deepshark - I agree. Wish I would have had time to flesh it out a bit more. And the lack of audio was a big bummer, for sure. Thanks for checking it out and for the comment!
@hatmajaster - Thanks. Your thought about just adding music is a tempting one, but I am comfortable accepting that this is what the submission is this time around. I am disappointed, but I can see where I spent too much time on certain things that would have been missed less than music/sound effects. As for the map, I created a pretty big tile set, mostly by duplication and rotation. I did 16x16 tiles, and all told, it was 181 tiles, 8 sprites for Glim, and 8 sprites for the trail animation. That seems like a lot now that I've counted... but the basic background tiles, for example, are just 4 tiles rotated 4 ways, dark version and light version, which accounts for 32 tiles. But by having the variety of tiles, the background doesn't look overly patterned, which I like. Less time spent on the art and I could have probably done some audio. Live and learn. Anyhow, thanks for asking. And thanks for your feedback!
I found the energy a little frustrating as I didn't know where to go next and just had to keep going back to the crystals rather than being able to explore like I wanted
Nice game! If you add music and sounds, it will become kind of masterpiece ^_^