Umbra Exitus
You are alone in a mysterious dark room full of traps that can change their placement time to time.
You must find the exit before you find your death.
Death at every step.
Explore the dark, explore your fears.
Light up the room, prevent your fall.
When the light fails you, your other senses are your friends.
Survive and escape.
----------------------------------------------------------------------------
Are you using Keyboard?
Use the arrow keys to move around the darkness
Use Z to attack
Use X to light up your path.
Or are you using a GamePad? (based on XBox 360)
Use A to attack
Use B to light up your path.
Better played with Gamepad and with sound!
----------------------------------------------------------------------------
Fixed bugs (after release on Jam):
* Game Breaking bugs:
-- If the player was using the keyboard to play, the enemies would be controlled as well!;
-- The player could use as many lights as he/she saw fit. The light bar was just an ornament;
-- Enemies would go away from the room and never come back;
-- The Lights would not reset after a GameOver;
-- The exit was being destroyed when you had 0 lights and it was spawning a new exit when you start the game again.
* Lesser bugs that made the game not work as intended:
-- When you made a light, you could use another one immediately after the other without having to wait the animation to end, making you waste them in certain occasions;
-- The exit tile was above the enemies, making them pass under it;
-- The fire trap effect on the character didn't appear from the 2nd time activated and onwards;
-- The fire trap used to change it's position on one frame when activated;
-- When stepped on the exit tile, even if it was not open, it would play the open sound;
-- Alarm Traps were overlapping with other traps;
-- The shock trap effect lasted after the Game Over screen to the start of a new game.
----------------------------------------------------------------------------
- Diogo Batista (Art Design);
- Jean Carlos (Collaborator);
- Reginaldo Junior (Sound Design);
- Victor Galvão (Game Design, Programming).
Contact: [email protected] (Victor Galvão)
You must find the exit before you find your death.
Death at every step.
Explore the dark, explore your fears.
Light up the room, prevent your fall.
When the light fails you, your other senses are your friends.
Survive and escape.
----------------------------------------------------------------------------
Are you using Keyboard?
Use the arrow keys to move around the darkness
Use Z to attack
Use X to light up your path.
Or are you using a GamePad? (based on XBox 360)
Use A to attack
Use B to light up your path.
Better played with Gamepad and with sound!
----------------------------------------------------------------------------
Fixed bugs (after release on Jam):
* Game Breaking bugs:
-- If the player was using the keyboard to play, the enemies would be controlled as well!;
-- The player could use as many lights as he/she saw fit. The light bar was just an ornament;
-- Enemies would go away from the room and never come back;
-- The Lights would not reset after a GameOver;
-- The exit was being destroyed when you had 0 lights and it was spawning a new exit when you start the game again.
* Lesser bugs that made the game not work as intended:
-- When you made a light, you could use another one immediately after the other without having to wait the animation to end, making you waste them in certain occasions;
-- The exit tile was above the enemies, making them pass under it;
-- The fire trap effect on the character didn't appear from the 2nd time activated and onwards;
-- The fire trap used to change it's position on one frame when activated;
-- When stepped on the exit tile, even if it was not open, it would play the open sound;
-- Alarm Traps were overlapping with other traps;
-- The shock trap effect lasted after the Game Over screen to the start of a new game.
----------------------------------------------------------------------------
- Diogo Batista (Art Design);
- Jean Carlos (Collaborator);
- Reginaldo Junior (Sound Design);
- Victor Galvão (Game Design, Programming).
Contact: [email protected] (Victor Galvão)
Comments20
I'm not sure, but maybe it would be more dynamic if the character continues walking while using the lights item (as if leaving the object alone behind shining to disappear, like a drone or something).
I also think it would be interesting if the character had the ability to run (even if it was from time to time or something). Maybe a dash que spends stamina.
I really liked the character's art.
The light being left where it was used is key to the game concept and that's all I'll say for now haha
The running behavior is in consideration for a future "maybe full" release. We are already thinking about how it interacts with the game's core.
And many thanks for the feedback!
@Recursiveanomaly If you saw a gas cloud, chances are you hit the gas trap. It inverts the controls ;)
And thank you <3
@Aaranos There's a way to heal, but I'll don't say how. And I think you actually healed and didn't noticed ;)
I found it too easy to not lose as light serve as additional lives. I found the 4-directional slash a bit ortopedic -would have gone with 9-. Also it felt hard to find enemies at a given point.
Nice entry overall :)
I just got confused about one point: don't the enemy respawn?
I couldn't find enough of those light-batteries to light up the map and open the door... Played it two times, and in the last one I only found the exit door, got lots of batteries but had to light up the map, ran away of batteries and couldn't find the switch ;(
The shock trap when there's no light is one of the most cruel things I ever saw in videogames hahahaha
Congratz!
@Reflextions Yes, I fought hard in the late 2 hours of the monday to make the objective clear, but it wasn't enough indeed. In a future continuation of the project we are thinking about ways to make it clear. And thanks and congratulations for finishing it!
@Greek85 We will think about hosting at indiexpo! If we host it, how can we contact you?
@RadMCool Thanks and thanks! The block move is indeed in the project but it didn't make it to the game because of time. But we will add it if the project continues after LD37 :D
@ManuSaiz We are thinking about death penalty, maybe just one light is indeed too forgiving (if one light restores 2 life and can be used to destroy all enemies, respawn and restore all life). And we will give thought about the 8 direction slash. Thanks!
@SmokeNMirrors Yeah, we didn't have enough time to playtest, so the level design was based on luck. Because it's procedural (yes, the enemy respawns, but not in the light), but the message about finding the exit should be clearer indeed. But thanks! And everytime someone complains about a trap (in the good way) we are very, very proud of it hahahaha