Lumira: The Beginning
You play a Light. There aren't many left, and the hollow you're walking into belongs to the plague now.
A doctor waits near the entrance. He wants twenty souls and one intact vial, tempered plague glass, and he's specific about it. He won't say what the tincture is for. Bring them anyway. He's the only one down here who'll teach you to jump twice.
North is where it festers deepest. That's where you're going.
Playing it
You run, jump, dash, and cling to walls. You hit things with a sword and they drop souls. Vials and Fragments of Light are tucked into the levels if you look sideways instead of forward.
Nine areas, joined by checkpoints. Ants, ant rangers and ghouls on the way down, and a Dark Wizard throwing projectiles at the bottom of it.
- A and D to move
- S to fast fall
- Space to jump
- Shift to dash
- Left click to attack
- E to talk and pick things up
- Q for the journal
Dash recharges on its own. There's coyote time and a jump buffer, so if a jump doesn't come out, that's the level's fault or mine, not yours.
Where it's at
This is an alpha - Not sure whether there will be further development. Combat is tuned by feel rather than by spreadsheet, and some of the later areas are rougher than the early ones, level 6 onward especially.
What I'd like to know: does the dash feel right, and is the wizard fair or just annoying? Comments are open.
Made in Godot 4.
| Status | On hold |
| Platforms | HTML5 |
| Author | Cringedo |
| Genre | Action, Adventure |
| Tags | 2D, Atmospheric, Fantasy, Godot, Metroidvania, No AI, Pixel Art, Singleplayer |
| Content | No generative AI was used |

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