The Light City of Karola by davidcollado
Follow the path to the Light City of Karola.



Custom Engine(C++/SDL/OpenGL). PyxelEdit. Tiled. Bfxr.
Code: David Collado
Art: Fran Tovar
Music by Eric Skiff (Free Music Archive)
Thanks for playing!
Post LD version of the game can be played here: https://davidcollado.itch.io/karola/
Ratings
| Overall | 43th | 4.13⭐ | 140🧑⚖️ |
| Fun | 83th | 3.847⭐ | 139🧑⚖️ |
| Innovation | 532th | 2.882⭐ | 138🧑⚖️ |
| Theme | 177th | 3.882⭐ | 138🧑⚖️ |
| Graphics | 56th | 4.46⭐ | 141🧑⚖️ |
| Audio | 154th | 3.658⭐ | 78🧑⚖️ |
| Humor | 423th | 2.396⭐ | 113🧑⚖️ |
| Mood | 100th | 3.917⭐ | 135🧑⚖️ |
| Given | 56🗳️ | 51🗨️ |
Running/jumping/wall-climbing feels tight and responsive. Love the art, animation and the colours. Love the visual representation of 'time remaining' and the little critters. Love the tiny amount of squash and stretch on jump/land. Yeah, I noticed.
Only thing that was missing that would have been nice to see is a visual effect on player death.
Great work peeps. I think this will do very well in the jam. :smile: :thumbsup:
The only thing that confused me in the beginning is jumping with "z". I have a german keyboard layout and I have to press "y".
I'd love to see new levels in the future! :thumbsup:
Very well presented, great polish, really pretty with great sounds, good stuff.
The wall jump is great and the general versatility of the character was good.
though:
- Why even use enter to start? Why not use a key already being used? Moving my hand away from controls to restart and coming back was annoying.
- The last level was confusing (SPOILER AHEAD), some walls could be crossed, some couldn't. It was unclear by just looking. Also there was a bit where you could run and run... into nothing. Why even have a path there if it only led to nothing? (Top right). In fact the entire level was completely unnecessary once I just kinda ran towards the exit out of sheer frustration.
- The controls were generally very tight and very good, but at the last level the super tight spacing of the enemies there shows that there is a weakness to the controls at tight quarters, either tighten the controls to allow finer degrees of control more easily or don't have such tight situations.
- The overall mechanics weren't really all that interesting to support the great feel of the game. Running out of energy over and over didn't create interesting decisions. It was purely a timer that ran out. The coins may have added a cool challenge to hit precision platforming acrobatics but that wasn't really implemented as such.
- That bit of floating city in the last level LOOKED LIKE a thing to interact with. But it didn't do anything and felt like it was broken.
Overall, great job :)
PS I just realised that I completely missed the presence of this "turbo" thing. In-game teaching is always better than expecting people to read ahead of time :P
PPS Lol then I realised that your screenshot above is old as there's no turbo in-game, you might wanna fix that :)
Also, the particles are amazing.
Well done guys, I enjoy it!
Visuals and sounds are absolutely awesome!
Moreover what amazes me is that you developed it in custom c++ engine, great work.
@rune-drawer in fact there's a backstory but isn't explained because we want to keep the game simplistic. If you feel curious there's a short brief [SPOILERS]: "Your people carry a course that make you dependent of the energy crystals. You know about an old legend about a city in which the curse should be cured so you decided to find that city. The enemies you found during your travel are in fact other people that tried to do the same journey and failed. At the end you find the city but there's no cure... the city is made itself with energy crystals and you can live there safe but for the same reason your give up your freedom to leave in peace."
@johngun, @unoion thanks! This is the magic done by @davidcollado.
@easy82 we've updated the game, maybe it's working now? (If not feel free to write me on Twitter [francesctovar] to get more info about your hardware. This is the ugly face of using custom engines 😜).
Thanks everyone for your comments, I hope we can make an improved version with more levels soon 👍
Great Controls so far too.
Thank you for the game!
Overall a great entry, very well done!
@neowhoru, @dragwa, @richard-bunn thank you so much!
@mrerdalural I agree that it would be a great feature, thanks!
A small detail, the music doesn't need to reset every time the player does. The whole piece is nice to listen to.
A bit difficult for me, I die many times ^^ but it's fun and fast to restart ;)
I love the art, sounds and effects.
Great job team !
Controls are maybe a little bit wonky but hey, that's just to be pickY.
Do you have the correct build uploaded? I can't get passed the first level. The coin seems to be missing. 
The camera zoom was also an efficient way of showing the surroundings - especially because exploration wasn't really possible due to the time limit mechanic (quite usual in this jam!). The zoom could be a bit smoother, tho, there was some jarring transitions here and there.
I think this is one of those entries that really should be expanded further.
I loved some of the level design, especially the last part of the last level where you had to drop down instead of continuing on straight. Also the running out of power mechanic felt very tied up with the game style; it was a nice touch that you didn't actually die from falling, you just kept falling and eventually ran out of power.
Don't really have any complaints about the game, other than it's not particularly innovative. Of course, it could be longer, but this is amazing given the time constraints. Great job!
PS: I hope we can upload more levels soon 👍
For a platformer, controls were absolutely adequate, no problems whatsoever. I liked some of the tricks you've implemented, like a far zoom to counter for limited exploration, or the power meter visuality. Great work, congratulations!
Nice graphics, music and sounds. I wonder what it would have looked with a background though. The game does well to be quickly understandable by the player, except I totally missed on that "turbo" mechanics, maybe if you put all the controls text together and centered in the screen it could have got to my attention before I launched the game.
Great work!
Re: Vizitas's issue -- you might want to make sure you are fixing your timestep, or at the very least being consistent about how you are tracking time with regards to life timer vs movement speed...?
I played and rated the jam version. (If you already addressed my feedback in the post-jam version, props to you!)
The first thing I noticed was the color palette! Very beautiful, very cohesive, and the non-black background (yes!) brings out the feel of the game a lot. The zooming effect at the power stations was honestly a bit distracting visually, but made perfect sense in terms of gameplay, so I don't really know what to think about it.
Anyhow, the level design was...not bad for being cranked out last-minute! I actually quite appreciated the long jump in the second (?) stage since that taught me the walljump maneuver. Though I guess if you wanted to you could be a bit more heavy-handed with that by just having a narrow vertical corridor that would make it obvious. I'd echo the previous comments that your levels in general could be a bit more trimmed down and clean -- as in try to remove any "extraneous" components.
Regarding the difficulty of grokking the power timer / coins / etc. I think you did a decent effort and I appreciate the attempt to show it visually rather than just slap on a UI meter of some sort. I think really all that it's missing is more clear feedback. Right now when you collect a little bit/coin the radius of your field increases slightly, but it's not obvious from a visual standpoint that those two are directly connected. So some sort of effect to tie the two together could work. Similarly, you die after a certain time has elapsed and your radius has decreased, but there's no visual/audio representation that tells you "you are about to lose because you are running out of power". A change in color, blinking + beeping, just about anything would help make that connection in the player's mind obvious a bit more quickly I think.
One last thing, this is just my personal stance, but I would encourage you to opt out of the audio category since you elected to use 3rd-party assets for your music. From the rules page: "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio)." I understand that the rule is fuzzy though, so YMMV.
What really impressed me the most was that all this was done in a custom C++ engine using SDL/OpenGL, and it looks and feels so amazing. It's an extreme rarity these days when everyone's using Unity/GM/etc.. You even did your levels in Tiled, which means you probably had to develop a Tiled parser to parse the tmx files and import them into your engine. You probably also had to develop your own particle systems, lighting, etc.. It's difficult and tedious, but so rewarding since you have precise control over the technical aspects of your game.
I'd love to see a devlog on how you developed the engine, and the components in it. I've done both SDL and OpenGL, and I know how difficult it is to go down this route, which is why I'm also curious why you chose it instead of using an established engine. Perhaps I could get some tips on how I might do something similar :)
Anyway, it's an amazing entry, and I'm glad to have found it within the sea of LD entries!
- Sound suits you game i really enjoyed your game with music
Impressive that this is done in SDL/OpenGL.
But there were a few improvements I'd like to suggest. Precise controls are really difficult and I think there are two possible contributors to that:
1. When changing direction you don't really slow down at all, you just kind of snap to the opposite velocity really quickly which really throws you off if you're trying to slow down by holding the other key.
2. The camera always follows the exact route the player is following so if you change direction the camera also moves and you lose track of the jump you were aiming at cause it's not still. Some 2D platformers have a zone in the centre of the camera that the player can move around in without the camera moving until they move past the boarder of the zone.
Try fiddling about with those two things and see if the controls feel a bit more precise! Also, if you plan on making the game longer it might be worth looking into some more mechanics or story to add, maybe cause you had so many levels, I felt like I was slightly losing interest near the end sorry!
All things considered, though, this is a really impressive game! Looking forward to your next one!
We've fixed some double jump (@grena) and crash problems in the entry version and also we're improving a lot of stuff in our [Post LD version](https://davidcollado.itch.io/karola).
Your comments are being very useful, thanks 👍
- When you fall in void , you take too much time to die, you just fall until you run out of energy
- Lot of crash in the fixed version
- Didn't got music (Got music until i pressed space to start)
- Nice difficulty curve !
- Nice gameplay
- Graphics are really amazing i think , really nice particle effect on your "power" (idk how it's called)
- I didn't understood at first how i died, until i realized the power bar
- Do you loose more power when jumping or moving ?
- Nice game !
At first I thought 'nope no more I give up' but then I tried again and I was so addicted to the following levels. I love the soundtrack and your leveldesign. :D
But: In one level it was possible to jump the wall up and I could see there was a small way filled with coins. But through the wall slide I wasn't able to get in this tiny path. :o
- \+ Nice simple graphics
- \+ Fun idea, jumping/freestyle arcade game
- \+ Clever implement of jam theme
- \- 3+ room stars very hard to beat
The camera and the controls are commendable. And I like the zoom out in the "charging" bases.
I'm missing a story and some variety. More variety you could achieve maybe with something like weapons, traps or puzzles. Which also bothered me is that the music always starts new if you have to restart. That made me a bit generous.
But overall a really polished and good entry. I'm happy that I played it although you haven't a web version. Well done!
As for bug fixes, you shouldn’t be changing your game, **with the sole exception of fixes for problems that are stopping people from playing or finishing your game (and thus rating your game)**.
As you can see in the comments above yours, some people have been reporting crashes and frame rate problems that made the game impossible to play for them (for example in the comment by @vizitas and others...). So in our entry builds we tried to fix those crashes and game-breaking bugs that people have been reporting.
I hope now you can play our game and enjoy it 👍
It's really pretty, I really liked the visual style, great color palette and use of ilumination and particles.
Also, great sound effects, the wall jump is great and the double jups feels perfect. Good thing the "power" wasn't a bar at the top of the screen, instead being indicated with the character's aura.
My only suggestion would be to not restart the music in each level, maybe would've been better to let it play all the way and start over when finished.
Overall, nice platformer with great movement and level design and a unique art style.
Felicitats!
PD: Veig que sou de Barcelona, espero que estigueu tots bé!
Beautiful art style.
Very well done!
@alexandr-androiddev I'm afraid we won't have a Linux version, sorry.
@ferran-benavente, the music suggestion was solved in the final version with a lot of more improvements but thanks. Per sort si, gracies ✊
Liked the graphics!