- I like the different occlusion settings change the way the game is played.
Keep Lit makes exploration based levels better, being able to see where you were.
Always Lit is better for skill based platforming levels.
Only Current makes it so you have to remember obstacles. I also like the flexibility for making levels.
- Having multiple bulbs and keys/doors really makes exploration levels interesting, where it's also possible to make linear levels.
- More enemies would add extra depth to levels.
- Maybe giving coins a use, like making the view radius around the player increase.
- The frame rate for the web version: It would be nice if it were better, but it would be difficult to fix and probably not worth it (especially with the time limit). For a game like this, it's not a big issue at all.
Overall, a great jam game. Thanks for your submission!
I didn't have the time to implement it. I really thought I could make it because it is such a simple thing.
But then I thought no I'm tired I want to sleep and woke up half an hour after the deadline. ¯\_(ツ)_/¯ If you are on Windows you can go to %Appdata%/Godot/app_userdata/BulbNRun/levelfiles you can copy the file.
-i really like the concept of the game, because it s quite simple but provides a lot of fun Heard about problems about fps but i downloaded it for windows and it worked perfectly. From the dev side definitly some talent here. Shure there are many things that 1 could do (or do better) but for now it s a very small and simple game.
buggy, unresponsive, does not feel good to play. fps also drops below 20. work on optimization. if i had to rate, would would give 1.5/5 just for the effort of trying to make a game.
The web version clearly states that there are framerate issues. If they make the game unplayable you could just download the windows version that to my knowledge has only minor fps issues.
As you may or may not have noticed this is a gamejam game. I do not want to spend time on optimizing (which could easily take multiple days) if it already works.
At the moment my priority is content, not optimizing for web (I don't even know if that is possible).
Also, have you tried the Level Editor? It should run well in the web version. And while you're at it try changing the occlusion mode to Keep_Lit. That should make for a smoother experience. If it's still bad switch the occlusion completely off.
as a grain of advise, i would say that you should optimize for web. many people prefer web games rather than junking up their downloads folder. your game does not pack enormous content, don't see why you shouldn't take a day or two to optimize for web. as a side question, how long have you been doing game development?
I have made simple games since about May 2018. I made it a serious Hobby around August 2019.
I don't want to optimise the game yet because to do that I had to rebuild the whole lighting system. It is very probable that rebuilding this system will take more time than you think. It is also not sure if the performance increase will be high enough to make the game playable on the web. I'd much rather spend the remaining 8 days of the jam to make more content.
By the way, I don't think people will mind a 13MB download.
And, have you tried the Level Editor? It should run well in the web version. And try changing the occlusion mode to Keep_Lit. That should make for a smoother experience. If it's still bad switch the occlusion completely off.
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Cool
Love it! Here's what I have to say:
- I like the different occlusion settings change the way the game is played.
- Having multiple bulbs and keys/doors really makes exploration levels interesting, where it's also possible to make linear levels.
- More enemies would add extra depth to levels.
- Maybe giving coins a use, like making the view radius around the player increase.
- The frame rate for the web version: It would be nice if it were better, but it would be difficult to fix and probably not worth it (especially with the time limit). For a game like this, it's not a big issue at all.
Overall, a great jam game. Thanks for your submission!
Thanks for the Feedback. I enjoied the Jam.
But I thought I broke the Keep Lit and Always Lit Modes. Nice to hear they still work somehow.
How do I export levels?
I didn't have the time to implement it. I really thought I could make it because it is such a simple thing.
But then I thought no I'm tired I want to sleep and woke up half an hour after the deadline. ¯\_(ツ)_/¯
If you are on Windows you can go to %Appdata%/Godot/app_userdata/BulbNRun/levelfiles you can copy the file.
-i really like the concept of the game, because it s quite simple but provides a lot of fun
Heard about problems about fps but i downloaded it for windows and it worked perfectly.
From the dev side definitly some talent here.
Shure there are many things that 1 could do (or do better) but for now it s a very small and simple game.
5/5
buggy, unresponsive, does not feel good to play. fps also drops below 20. work on optimization. if i had to rate, would would give 1.5/5 just for the effort of trying to make a game.
The web version clearly states that there are framerate issues.
If they make the game unplayable you could just download the windows version that to my knowledge has only minor fps issues.
As you may or may not have noticed this is a gamejam game. I do not want to spend time on optimizing (which could easily take multiple days) if it already works.
At the moment my priority is content, not optimizing for web (I don't even know if that is possible).
Also, have you tried the Level Editor? It should run well in the web version. And while you're at it try changing the occlusion mode to Keep_Lit. That should make for a smoother experience. If it's still bad switch the occlusion completely off.
I'm looking forward to your response.
as a grain of advise, i would say that you should optimize for web. many people prefer web games rather than junking up their downloads folder. your game does not pack enormous content, don't see why you shouldn't take a day or two to optimize for web. as a side question, how long have you been doing game development?
I have made simple games since about May 2018. I made it a serious Hobby around August 2019.
I don't want to optimise the game yet because to do that I had to rebuild the whole lighting system.
It is very probable that rebuilding this system will take more time than you think. It is also not sure if the performance increase will be high enough to make the game playable on the web. I'd much rather spend the remaining 8 days of the jam to make more content.
By the way, I don't think people will mind a 13MB download.
And, have you tried the Level Editor? It should run well in the web version. And try changing the occlusion mode to Keep_Lit. That should make for a smoother experience. If it's still bad switch the occlusion completely off.