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A little puzzle adventure game made for #130 Mini Jam.

First version of the game was made in  3 days!

Credits

Software Engineering

 4k3n0#0272

Visual Development

 Aversa#2034

Game Design

 Vadim#9406

Sound Design

 peperinoplis#6868

Please consider using a standalone version for better performance.

StatusIn development
PlatformsWindows, HTML5
Rating
Rated 4.6 out of 5 stars
(5 total ratings)
Authorin_aev
GenreAdventure, Puzzle

Download

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Click download now to get access to the following files:

LittleLuna0.1.4_win.zip

Development log

Comments

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What a fun little game! The art is definitely the highlight of this experience. Although some of the trouble I had is impatience based, the slippery element in our moth's movement was very frustrating. I feel like it should have either been reeled in more or had more situational timing, or had more of an impact between levels. Like the last commenter mentioned, I also found it hard at times to know where exactly the moth was standing.

Otherwise the puzzles were a fun experience! Thank you for the game! https://youtu.be/jMfDXxTu4hE

(+1)

Hi hi! Thank you very much for the review! Right now we are reworking the core of the game completely from scratch, with new isometric level building system, new physics and controls! We want to address issues with physics based controls and make it more puzzle focused.

No time estimation on the update, bc we are working on this on our free time, but stay tuned!

Excitedly waiting!! Thank you for all the hard work!

(+2)

i really liked the game and the way you incorporated the limitation ,while not amazingly unique, really compliments the game. The only thing I found annoying was that I struggled to tell whether the player was standing on a block or not, it would have helped if there was a shadow that could project onto the surface of the block just to make it easier to see where the player was. Other than that it was a really cool game and you should  be proud of it. :)

Thank you! Since everyone complains about controls we are thinking about changin them to a standard one. We’ll see! Some shadow may be easy to add as well ;)

Going to be the first one to say, I had to get used to the controls for the first 10 seconds, after that, I liked the design choice, it added to the difficulty and uniqueness, I feel that without those controls, the levels would have to be made artificially harder, which would be no good imo.

Love the art, like love love love it.

(2 edits)

Interesting, well, those controls made it into final build just because our team really got used to it and felt like it’s pretty nice and challenging. We were a bit worried that it would lead to some frustratrion, but we didn’t expect taht it will be that massive, lol. We wanted controls to have this “easy to learn hard to master” feel, but looks like we overdone it. Maybe we will tweak some inertia values to make it more persise, don’t know. We’ll see. But definitely thank you for sharing your experience, it is super helpful!