Play EmberLight
Emberlight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #3 | 4.667 | 4.667 |
| Audio | #3 | 4.143 | 4.143 |
| Accessibility | #5 | 3.333 | 3.333 |
| Overall | #22 | 3.463 | 3.463 |
| Fun | #31 | 3.333 | 3.333 |
| Controls | #51 | 3.048 | 3.048 |
| Theme | #64 | 3.095 | 3.095 |
| Originality | #83 | 2.619 | 2.619 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
The game is an adventure game where you JOURNEY the map, solving puzzles.
Source
https://github.com/appellatebaton0/wild-jam-90
Discord Username(s)
Baton, Jewelz, Kyveri, Nickelodeon, nanito
GWJ Participation Level
20+ in total (mostly Kyveri)
Team Size
5
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Comments
The graphics of this game are absolutely crazy and playing it was al lot of fun! I was very curious to find out what would happen in the end. Sadly I fell down in the shrine where you need to push the box to reveal the floor and landed in a big empty area. I wish there was a way to reset to the last save in cases like that (Maybe I just missed it). Here the void area where I landed:
Yeah its a bug when the box and you fall at the same time it can happen, not sure why, it got overlooked but we intend to fix it later
Definitely one of the most polished and beautiful games I've seen at a Wild Jam.
The tutorial is clear, the diegetic text worked very well, and the basic game inputs are easy to understand.
The camera changes to highlight points of interest, which is very useful, but I think that at times, it slightly hinders movement. I remember a part of the game where I needed to jump from a high place to get a flame, and right at the edge of that place, there's one of those cameras, which makes the jump quite difficult.
I was wondering about the shrines; what's their purpose? In one of them, I managed to get several flames, in some I didn't find any. Do they all have some?
One thing I really liked is that you learn as you play. In the beginning, I went for the most accessible flames, eventually I learned the techniques of climbing, finding small stops on embankments, etc
Well, that's it, I really enjoyed the experience, congratulations to the team!
That's very kind :)
I agree, the camera flipping around going to / from those points of interest is crazy disorienting, and messes with the controls. I was toying around with the idea for a different algorithm that keeps the pitch and yaw intact, but in the end we just didn't have time. Actually, 2 of the major world areas were completed in the last 8 hours of the jam haha.
Game-wise, the shrines are essentially a way to track your progress, teach you the mechanics, and provide some challenge. Development-wise they were our method of condensing the levels without making the game too overcrowded, and they also made it possible for more than one of us to work on levels at any given time.
As for the flames, they're a way to point you in the right direction and let you embrace your inner loot goblin. The reason there aren't any in some shrines is because we forgot... woopsies. I played it the other day to see how it turned out now that my head wasn't in rush mode and realized we forgot to place some in those last 2 areas I mentioned earlier haha.
We're glad you had a good time, and thanks for playing :)
This is such a beautiful game, seriously impressive environment art and atmosphere. The charm levels are off the charts.
I think the level design itself is where the sticking point was for me. It was not very easy for me to navigate and I couldn't really figure out what was an intended path or not. I found 2 shrines but honestly wasn't sure how to progress from there.
I also tried it with controller and ran into a bug where after pushing the first block my inputs stopped working and the movement directions got jumbled around somehow. I think this game really screams to be played with a controller so hopefully you guys can figure that issue out.
Great job overall though!
Thank you :)
Unfortunately the pushing controls weren't bugged; it was something that got left on the backburner too long, and all of us got used to it and forgot how confusing it would be that it's locked to forward/backward input, not input in the direction of the box.
Thanks for playing, and sorry about the rough controls!
Wow this is an amazing jam game - its crazy how big the world feels, the cave just keeps going.
I got to two shrines remaining but fell out of the world in the invisible water shrine and got stuck unfortunately. Also got a minor bug where the audio levels would reset randomly so I had to mute the game after a while which is a shame because I was enjoying the music.
I'm sorry to hear that... was it the one with the light box? Our composer ran into the same issue where they fell into the water at the same time as the box, and wound up getting stuck on top of the map. There's a zone under the map to account for falling through, but unfortunately we never imagined the opposite happening haha.
As for the audio sliders, I'm fairly sure the UI doesn't release input when you close the menu, so moving left/right will shift the sliders; the only way I managed to get it to stop in the released build was to open the fullscreen dropdown and pick something.
We really appreciate that you played that far despite all the challenges :)
Yep it was the light box puzzle. Didn't realise I was on top of the world since it just looked like the usual out of bounds plane, interesting bug. And thanks for letting me know the root cause of the audio bug. If I have time for another go I'll keep that in mind.
Impressive stuff! Top notch graphics and animations. It's incredible what your team was able to accomplish in 9 days. If I were to raise any complaint, it would be over the clunkyness of the climbing at some points. Even then, that mechanic grew on me a bit by the end. Y'all should be proud.
Wow, this did not feel like a jam game, in the most positive sense. It's amazing how you - even as a team - managed to create this beatiful piece of art in just 9 days. It looks and plays like an actual game people pay money for already.
Some notes that I took:
Overall one of the best of the jam and definitely worth working on later.
Great atmosphere and character design! 🔥 I did have some minor difficulties with the mouse/keyboard controls (don't have a controller right now, would probably have been better), but overall this is really beautiful, well done!
What an adorable game! the world was gorgeous and i'm really impressed by the quality and polish of the game! I had a lot of fun trying to figure out the puzzles and really enjoyed solving different platforming challenges! Congrats on the great submission!
The running animation of that cute little guy alone made the experience worth it. This is an outrageous amount of content for 9 days! Congrats!
Climbing and wall bouncing is a fun mechanic. The camera can go a bit crazy around fires, but other than that it was a good time!
Gorgeous world, really nice animations, SFX and music!
Controls and camera did give me some trouble. Looking up was a bit awkward and the top-down view was a bit confusing. In a shrine, if I walked and just touched a wall I got stopped/stuck.
Shrines could have had more interesting puzzles I think. It feels like the shrines were meant to be the meat of the game, so to speak!
All in all, incredible achievement in only 9 days. Wow!
Thanks for the kind words :)
The camera and climbing controls were one of the things we were constantly tweaking and trying to get right; I don't think we managed to nail it down, though. The default climbing method is meant to be camera-oriented, so wherever you're looking is gonna be treated as forward/up, but there's an alternate climb mode toggle in the settings menu that orients your controls around the wall in case the default is too confusing.
I think it's one of those things where you hear it needs improvement so you try to fix it, but you've been using it so long in testing that you forget what the onboarding experience is like.
If we'd managed to get controller menu navigation working and the composer's work implemented properly, I wouldn't have any complaints about how it turned out. All in all though, we worked crazy hard this past week, and I really couldn't have wished for a better outcome :)