Temple of Illumination by Johngun






This is my first entry to Ludum Dare
About
Temple of Illumination is a platformer where fight your way through a temple restoring the power of the temples illumination portals.
Controls
You control with keyboard: * Arrow keys to move to the sides * Z to jump * X to run
Music
As requested, you can now download the music from the game :smile: :musical_score: * Main Menu * In-Game
| HTML5 (web) | https://johngun.itch.io/ld39-temple-of-illumination |
| Original URL | https://ldjam.com/events/ludum-dare/39/temple-of-illumination |
Ratings
| Overall | 166th | 3.757⭐ | 117🧑⚖️ |
| Fun | 143th | 3.667⭐ | 116🧑⚖️ |
| Innovation | 598th | 2.75⭐ | 114🧑⚖️ |
| Theme | 642th | 3.132⭐ | 116🧑⚖️ |
| Graphics | 281th | 3.878⭐ | 117🧑⚖️ |
| Audio | 92th | 3.851⭐ | 116🧑⚖️ |
| Humor | 380th | 2.485⭐ | 103🧑⚖️ |
| Mood | 254th | 3.527⭐ | 114🧑⚖️ |
| Given | 92🗳️ | 116🗨️ |
Awesome entry!
Thank you for the game!
(However, the wall jump mechanic really needs some polishing, it is very often frustrating :( )
Good work!
Great art style!
It is also a very unforgiving game! Still very fun.
There were a few things that didn't feel completely fair. The spike seem a bit too prone to kill you while you jump alongside pillars they're stuck on top off. In 3rd is the charm, the spikes furthest to the right would even kill me while walljumping 1 tile below me. That same spike returns in Spikey Up on the walls to ruin my life and playthrough (I was playing in the OpenGL build) ;(
Also in the first falling level, for the first drop you have to make. If (and when I multiple times) miss the first landing, the spikes on the buttom are multiple blocks down. It would've felt a bit tighter if that spikefloor was moved up a bit, so that after I failed the challenge of reaching safety the game just quickly kills me and I can try again.
I'm just mentioning these minor things because the game is really good. It's a jam game and it was actually a fun challenge spanning multiple levels. You even had some fun with the mechanics like in Just Get In There. Highly recommended. Great job! I'm looking forward to seeing the game again with even more polish!
The sound design is solid and entertaining. I love the fluid and smooth mechanics, easy to get into and the difficulty level is hard enough!
i played 6 levels then i give up, but i think that a portable version for smartphone could be very cool, Great work guys!
https://www.youtube.com/watch?v=U0D3AOldjMU
The sprites looked amazing, and the light scattering from the portal really added something to the graphics. Maybe they were a bit OTT, but no less mysterious.
I manage to get myself to the end however it was quite difficult, not bad difficult just difficult. I had a lot of problem with the last level "spikey up" escpeialy.
anyway great stuff!
Gameplay: The control was tight and feels responsive for a hard platformer like this. However I found that I was confused by the shape of the collectable at first. I thought it was an arrow pointing down in the first level. I was very confused why the game tells me to jump onto a spike and I did and I died :p After a few trials I then realized it was a collectable. The hitbox of the spike also seems a bit too big for my taste. I'm very bad at plateformers so maybe that is why, so for me this was a very difficult game due to the large hitboxes.
However, I can see that it is a well polished and very high quality game. Well done!!
PS: don't forget the soundtrack :p
Also, the gameplay is very cool, easy to controll, hard to masterize ! I achieved to accomplish 5/6 levels, maybe a bit more. The hitboxe of the spikes were to big, so it was very continue.
Good game, even more for a game jam !
The character responds well to control. I found that not being able to cling to the same wall after you begin to fall a bit unfair. But not as unfair as spikes hitting you when your to the side of the block that holds them! Spikeys Up was where I gave up.
The "running out of power" mechanism was a good idea, but I never felt challenged by it, even in "Don't collect them all at once". Also, it may just be me, but I never let go of the Run button the whole time.
For the levels I played, the level design was fresh enough to keep me interested. And most importantly, the music was fantastic.
Good job overall!
Overall a very polished game with lovely effects and atmosphere. Good job!
Just one minor thing - I didn't like that you put controls to Z and X buttons. I play on a qwertz keyboard where those two keys are not together so I have to switch to another keyboard to play the game properly.
One thing that I would changes is the collider of the spikes, sometimes I get killed by just getting closer to them, not jumping, just getting closer.
But woah, good game mate, impressive!
Otherwise, the visuals, audio, gameplay were top notich.
I like the music and art. The shadows really add to the mood.
And the controls are great too.
This game has a lot of potential. I only played the first couple of levels, but it would be nice to have different challenges.
Great work!
A side note: I did manage to jump straight past the kill plain in one of the levels, and just fell into blue... but hey! I didn't have to wait long for the timer to expire. I just thought I'd let you know in case you decide to develop the game further!
Good job!
The title screen hooked me immediately, looked just fantastic. Really set the mood from the start.
I loved the little names for each level. They gave each one a bit of flavor and sometimes humor. It's a really classic sort of style that I want to emulate myself sometime.
I'd say my only gripe is the wall jumping was a little difficult to learn at first. The timing was a bit strange to me, and the sliding along the wall if you had enough momentum led to some confusing moments; level 2 took me a while to beat as a result. But once I got the hang of it, I had a lot of fun with the rest of the game.
The wall jump felt kinda... sticky? Like the character was greasy. He slid a lot upwards, and that caused a lot of silly deaths, against spikes that were on top of the wall i was sliding along.
However, the game itself it's a lot of fun! It feels good, the idea is interesting, and the levels are cool! It has kind of a "Meatboy" feel to it and, personally, i really like the lightning choice. It really reminds me of "Thomas was Alone". It's simple, but it's really effective, and helps you always keep the goal in sight!
The aesthetic feels clean, and the animations are clear!
Impressive, to say the least, didn't expect to find something that feels this polished! Gj!
What stuck out to me is how natural the movement, clinging, jumping, and even dying all felt. I liked the somewhat "floaty feel", and it made playing over and over on the same level pretty enjoyable no matter how many times I made dumb mistakes and died.
The art was simple, direct, effective. It did it's job without getting in the way.
If I had to provide any criticism, which is difficult and maybe even a stretch, it's that I'd be interested to see the temple setting change slowly over time so that your only variable from level to level wasn't just the layout itself. I think with that idea would come the idea that perhaps the music, while good, did get somewhat repetitive and could theoretically change little by little with the backdrop.
Nice game, look forward to seeing more from you.
I don't know if this was a bug, but I can't jump from one wall to other, and because of this, I didn't know how to pass some levels... :/
Good job!
Needs a lot of work on refining the platforming mechanics.
The art style was decent, and the portal/pickup design was nice and had nice animation.
The music was spot on and suited the game.
Very polished. Very nice. Damned good job. It was a pleasure to play and I wish that I could be more eloquent in my comments.
My real issue with the game came at the level where you have to fall thru narrow passes with spiked walls. first off the game slowed down like crazy there, cutting the fps in half. I can deal tho, I know my system isn't great, and I cant expect total optimization on a jam entry. But even at half speed I couldn't make it down the second fall. It was ridiculously hard out of nowhere. All the other levels were easy. Could have had me playing a bit longer if that was a later level. Also there was a invisible wall of death in that level right above the player when you start. why not just put a regular wall if your trying to block the player. why block the player tho? I liked when the light source got dim, but it def seemed like theme was an after thought. This game was fun, but could do with some polish. I liked the fact that you named the levels. Great job on a one man entry! the portal and pickups were very cool. I liked that the pick ups followed you and the lighting on the porthole.
- Incredible mood
- Lovely tiles
- Great tension, the portal power timer was a good call!
- Great platforming
- Fantastic level design
- The music is phenomenal
- Named levels! I love those!
- The orbs following you until you get to the portal were a fantastic touch
Only dislike:
- you can't cling to the wall if you're falling. You have to start a wall cling with a jump, and that's very counter intuitive (and hard) when you're going down. It kept me on the "Wall Skills 2" level for quite some time
All in all, fantastic game, very very fun
The main mechanic is clear instantly, but the tie-in into the theme being that time runs out feels slightly like a cop-out. ;) I'm not too bothered by that, you ended up with a really cool game.
In the end I couldn't figure out how to pass the level where you immediately pick up the crystal (*is* it a crystal?) that unlocks the exit, and you have to go around and underneath. I just coudl not figure out how to go around that first spike block.
Very solid entry!
The level design is really good and have a really nice increase in difficulty level, you did a really great job here!
The graphic is also really nice, the level of polish is quite good. Maybe the player animations could use some work, but they don't feel too bad.
Unfortunately the wall jumps didn't fell good to me at all, it took some time to get used to it and in the last 2 levels the game feels unfair because of it, and because the spikes (or the player) have a huge collider.
Except this the game is extremly good, I also liked a lot the last level with "the end"!
Overall the game is really good, congratulation on your work, and keep making games!
PS: @johngun did you used some assets for the tilemaps?
I really liked it, but I couldn't really see the whole screen at once, so I just didn't see the timer at the top. A downloadable version would be nice! Other than that, no negatives! Well done! :smile:
Technically I have some problems. I have quite a good PC, and I get about 15 FPS. Also the controls feel really sluggish (perhaps because of the low frame rate). The collision detection for the spikes is really weird, sometimes I die when I'm not touching them, other times I can get quite close without dying.
Overall, with some technical fixes this would be a really polished game.
I agree that the hitbox on the spikes are too big. I did change the size a lot while designing levels, but after reading your feedback and seeing others playing the game, I realize that it was far from enough.
The wall jumping mechanics definitely took the most time and was the one thing I kept tweaking throughout the entire game jam. I'm not super happy with it, but I just had to stop at one point, or else I would probably still be tweaking it. :grin:
In an attempt, to implemented a way to get off walls a bit easier/fluent, I introduced a bug almost right before the deadline a and it seems like some of you found it pretty quickly. The wall cling / slide mechanics got at bit messed up, where sometimes you will just slide up the wall and others you will not even cling to the wall at all. The stupid thing is that I tried to fix a problem by tweaking the mechanics once again, where the easiest way would have been a quick change in the level design.. Well.. Lesson learned :grimacing:
As @eric-florio and @sbeif mentions, the theme was a bit of a stretch and I wish I had implemented the theme more into the mechanics and gameplay. It took a long time before I got an idea I like and it started to stress me a bit. I had a good gut feeling about the portals running out of power, so I just went with that.
@pbg wished there was a big temple to explore and that was initially my first idea. I started designing levels when I had about 5 hours left and I had a bit of a creative block at that point. It then seemed a bit easier to make small levels, that had a smaller theme and move on to the next, as soon as I was happy. As an example the theme of the first level was jumping, just to introduce the player to the jump mechanics, the theme of the second level was wall jump and so forth. I tried to introduce the mechanics step by step but as the deadline came closer I started to stress a bit.
@jackyjjc I hope you have downloaded the soundtrack :smiley:
@dege I used Super Tilemap Editor :wink:
@zyxer Yes I have made the music myself.
It’s made in Logic Pro X using a mix of virtual instruments from EastWest, specifically the Quantum Leap RA instruments, the Symphonic Choir instruments and Storm Drum instruments.
I do a lot of music in my sparetime, which is the reason why that part might be the strongest part of this game.
So sorry to hear that. Could it be an issue with your browser?
The game has been developed on a 5 year old iMac, where the browser version runs fine in both Chrome and Firefox. Also it’s been tested on Chrome and Firefox, on a old PC with 4 gb ram, a Core i3 processor and a Geforce “can’t remember the series but pretty old” card without any problems.
Your PC must be far better than both those machines? :thinking:
Again a big thanks to all of you, I'm sorry that I have been so slow to respond on your feedback, I wish you good luck with your games as well!! :smiley: