
Lux Ultima
Lux Ultima is a small game created for Godot Wild Jam #77. We worked hard to craft a little story, and we hope you enjoy it. I’d be more than happy to read your comments and feedback! See you in the Jam!
BUG's fixed:
- Footstep sounds now play correctly.
- Missing sprites in larger areas now appear as intended.
Updated | 22 days ago |
Status | Released |
Platforms | HTML5, Windows, Linux |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | AndresTapa |
Genre | Adventure, Platformer, Puzzle |
Made with | Godot |
Tags | Side Scroller, storygame |
Comments
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This was beautiful.
The art in this game easily makes it one of the most visually stunning games of the entire jam, and the music just adds that much more to it.
I love the gameplay that's very clearly based off of Limbos, which gave me a crazy nostalgia hit.
The story is a little confusing but what I got from it is that we're a ghost going to the place we died to break a tether keeping us from moving on.
Beautiful art, beautiful music, interpretative story, beautiful game.
I enjoyed this a lot.
Thank you so much for your kind words! I’ve actually never played Limbo—only Inside from the same studio—but I keep hearing people say it feels like a ‘family-friendly Limbo.’ xD That’s totally fine, though! It’s a fantastic game, and I’m honored that mine evokes that comparison.
I really loved your interpretation of the story! There’s no one ‘correct’ interpretation—we had an idea in mind, but we intentionally kept it open so that everyone could find their own meaning. It’s amazing to see how people connect with it in different ways. Thank you again for playing and for such thoughtful feedback!
Hello, I will be playing this live tomorrow around 630 PM EST.
Amazing visuals, really good atmosphere, and I love the sense of space and progression the landscape achieves. It feels like there is a great variety of different areas that really feel like you're going on a journey, and walking up the hill at the end and getting up to the height of the stars looked and felt great (could have gone on even longer for me!)
The field of flowers! Stunning.
This is a lovely entry, though I'm not sure it does much with the metamorphosis theme. A few bits of feedback if you guys want to keep working on it:
- The flat visuals work great, but I don't think it serves the game that the character and interactable objects can blend completelt into the trees and ohter background elements. I understand that they're all on the same 'level' in terms of distance, but readability for the player to know what they can do is the most important when there are any platform or puzzle game mechanics going on. I'd recommend looking at that again and making the touchstones and boxes just a little lighter or darker than the player, and have the random background trees definitely not block sight of the player. It might be enough to introduce a bit of a gradient to them, a bit of a fog behind the player.
- pressing Z didn't feel super responsive at times, and I can't tell if it's because it genuinely took a while to work and react or because the game just doesn't sufficiently communicate when an action has taken place. If it's the latter, then a successful interaction should be accompanied by a bit more feedback, whether it's particle effects or a bigger animation. (again, having interactable objects be the same colour means I can't see if I've done anything when I'm standing on top of them.)
- moving a box down a slope was really hard - that doesn't work very well yet.
- I really liked the voice and the language, very peaceful and spiritual. I think storytelling wise, I didn't feel like the game had anything to offer until the very very end when the meaning of the journey becomes more clear.
Beautiful project!
Hi! How are you? First of all, thank you so much for taking the time to play our game and for leaving such a thoughtful comment. For me, this is an important learning opportunity, and your feedback is truly invaluable.
I really appreciated all your comments, and I agree with most of them. However, I feel I should share some of the thoughts and reasoning behind certain aspects of the game.
It didn’t feel hard to connect when I thought about the metamorphosis of the soul transitioning to the afterlife. However, implementing that concept in the storytelling proved to be quite challenging. We tried using elements like the stones and the 'god voice' as small clues to hint at what was happening, but it didn’t fully land as intended. As you mentioned, by the end, one does understand what’s going on, and it’s okay if it felt a bit forced. We’ll definitely work on improving that once the jam is over.
Well, this is a tricky one—I thought I could get away with it, but you caught me! Let me explain. I’m not an artist, but I do know a few tricks. I spent a lot of time researching landscapes I liked and created a mix of those in Inkscape, following one strict rule: only 8 colors. No more. This approach makes things simpler because you can focus on contrast and gradients without worrying about textures, as there aren’t enough colors to overcomplicate it. If done well, you can achieve stunning results.
That’s why I made these design choices. It also helped convey the mysterious feeling we wanted. The very first image already tells a story: it’s a forest, it’s night, there’s a girl... but something feels off, like something is happening. However, I agree with your point about readability and will definitely consider improving the contrast and visibility of interactable elements in future updates.
There are two key aspects here: good in-game responsiveness and polished mechanics. These always come down to a mix of passion and time. In a game jam, passion is abundant, but time is limited. We truly did our best, and yes, it does feel a bit clunky at times. We've already marked this as a priority to develop and improve in the next update.
For the box, yes, it didn’t work as well as intended. The idea was to include more puzzles, but, as I mentioned before, it all comes back to the ‘time/passion’ balance. Unfortunately, time won that battle. Nevermind, though—we’ll definitely work on improving that in the next update!
I feel really happy that you noticed that! It’s actually a poem I originally wrote in Spanish, my native language, and later translated into Latin. After that, I invented a phonetic system—for example, words like 'soul' and 'light' are represented by the sound 'LUM.' Finally, I assigned these words to runes to create a unique and mystical language. I’m so glad the peaceful and spiritual tone resonated with you—it was exactly the intention!
Sorry for the long response, but anything shorter wouldn’t have done justice to all your amazing feedback. I also wanted to share a bit of what’s behind this work. I really appreciated your comments—see you around! Feel free to ask anything or share more of your thoughts; I learn a lot from them.