Some retrospective thoughts
(taken from a chat with a friend, posting as general commentary)
this game was fun to design because it was hyper-minimalist in terms of UI, ultimately to its detriment
the thing was that this was a totally custom game engine, and rendering text is surprisingly annoying to do, so it would've taken 2 or 3 days of my 1 week budget
so I was like how do I design an idle game around the constraint of "you can't use any text"
just goes to show that constraints are a great thing for creativity
and the design I came up with doesn't really work
you can't know any of the internal mechanics of how the buildings work, etc
though it's cool that the light expanding gradually reveals more of the world (and also you can't step off into the pitch blackness)
Get LightWalker
LightWalker
A short experimental game about gathering light
Status | Released |
Author | J0eCool |
Tags | 3D, Experimental, First-Person, Incremental, Short |
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