Lumina Noctis
Step into the shoes of an apprentice alchemist lost in ancient shadow-infested ruins.
Your master brought you here seeking rare materials, but the cave's corruption overwhelmed him, leaving you stranded. Armed with light potions, fight through the shadows, uncover hidden recipes, and navigate the perilous depths. Will you find the exit and reveal the cave's secrets?
Game Design Document Link:
https://docs.google.com/document/d/1plBT23sse4rL72box74xBmbsfs9if1Ev463QEydenR8/...
Credits:
Project Management and Game Design:
Denji - GDD, Level Design
Programming:
Denji - Environment, AI, Player Mechanics, Sound Implementation
Sandy - Player Movement, Sound Implementation
Casual - UI, Checkpoints
3D Art and VFX:
Sound Design and Music:
Itch Page Art and Design:
Tools used (CC0-Assets from):
Mixamo.com
https://freesound.org/
https://assetstore.unity.com/
https://itch.io/
Comments
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A very cool 3D Platformer :D
From the nice story introduction at the beginning to the end with the cool red surface to still try that out (and jump out of bounds with >:D)
I like the character design and her animations. But especially when jumping it did not always trigger the jumping animation. Sometimes she jumped while in her standing position for example. And when i got to high, the blue potion didnt reach the floor or just despawned.
And jumping the character did a lot, it was fun, i enjoyed getting the jump potion as ability later :D. It was nice that i didnt have both abilities at the beginning.
I also liked how connected the cave was. It didnt feel like a straight line and i saw that i got to places that i only saw from underneath at the beginning. I feel like the cave could be a bit darker tho or that its so bright because of places that spend lots of light.
At some points i got interested in the story explanations of some things. Like why are the gremlins around the cauldrons. What are those blue jumping potions made of. Why could i destroy some walls in the puzzle room and some walls not. Or who placed the cool puzzle in the cave :D.
Overall already an awesome game and a very fitting creative idea :3
Hey!
Thank you for playing!
Animation transitions are hard (at least for me) so prolly some transition or its parameter is missing.
The game is missing lights and I think that is the biggest miss here (did not have time to do this), would have added a lot tho the atmosphere and would introduce more shadow/dark areas.
I'm gald you like the level design and the story (which varies a lot from what was planned) which in the feature (I hope) will be explained better and you will have a chance to have your questions answered ;)
Thanks for the feedback!
Wow just when I kept thinking "Okay this must be the end" the game just kept going and offering so much more content and new mechanics. The portal 2 influence is very clear and very well re-imagined for this title.
Let me just quickly pass over the negatives of the game (very few).
The sound mixing was weird. The character audio was really low but then the goblin audio was really high. It just felt a bit unbalanced in some places. It wasn't a huge issue or really soured my enjoyment of the game just made me think "huh the sound is a little weird". Especially when you hit the goblin with light and it goes "ooh" is it supposed to be entranced by the light or something? Haha.
Anyways the graphics were great, a little stale with the same environment used throughout but given it's a gamejam it's not unexpected. The character and goblin designs were cool and I liked how well communicated everything was with their obvious colours and shapes. I really enjoyed bouncing around and navigating the levels and the cauldron checkpoints were a great touch especially later when I died a few times. I felt like the alchemy/mixing mechanic was a little under used to be honest. It was a nice surprise but maybe having the game open with a similar one to get the light potion would have been cool.
Unlocking my own bouncing potion afterwards was really fun and opened things up a lot. It felt a little glitchy sometimes where the character wouldn't throw the potion for some reason but for the most part it worked great! I especially loved the velocity/bounce height mechanic you guys did, it worked really well.
I liked that you included some cut/unfinished stuff at the end showing the eventual red potion and speed mechanics. Again it's all very portal coded but there's nothing wrong with that.
Overall I had a really fun time with this game it would be nice to see where it goes if you decide to keep developing it after the jam and I'd love to revisit it if you do.
This is fun! good work!
Thank you!
There was a great variety of challenges throughout. Fun platformer, great job.
Thank you!
I like this idea, reminds me of old school PS2 platformers like the original Ratchet and Clank or Beyond Good And Evil. Audio is good, level design is good up to where I got to where the goblin kept throwing blue goo at you. Waiting for the guy to be able to see you and throw at you then climb up and then bounce on the goo in time was frustrating, this has a lot of potential, great job
Yeah I saw your performance on stream and tbh I wasn't happy with that.
Definitely few things need to be changed, especially the part you have described, few other people had issues with that...
Thank you for appreciating the tutorial!
Fun game so far, idk how to enable the magic circle puzzle. Fun platformer. What is a platformer game if not its levels?
nevermind, as for the puzzle I figured it out. and I beat the game! had a good time.
Thanks for playing!
I am glad you have figured out the puzzle and enjoyed the game!
Well done! I like the movement mechanics and to be quick on your feet to throw the potions with good timing, feels like you could become really fast with practice. Maybe a dash/slide or something so you could keep some forward momentum would have been great as well.
Only thing I dislike is that I got one shot by the wall over and over again and I barely grazed it, annoying.
Well done overall, you guys should be proud!