Luminara
️⚠️ Early Stages Of development ⚠️
0.0.17
Luminara
A dark fantasy action experience inspired by the beloved souls franchises. A fluid combat and extensive lore is the goal of this project and expressed through the lens of a 2.5D game. A semi linear progression will await you, with many bosses and enemies to fight.
🎮Controls ⌨️
| Controls | 🎮 Controller | ⌨️ Keyboard & Mouse |
|---|---|---|
| Move | Left Stick | W A S D |
| Aim | Right Stick | Mouse |
| Attack | RB | Left Click |
| Dodge | B | Space |
| Interact | A | E |
| Heal | X | Q |
| Look At | Right Stick Pressed (Under rework) | ALT |
| Block | LB | Right Click |
| Run | Left Stick Pressed | SHIFT |
| Pause | Start | P, ESC |
Combat favors patience over excess. Positioning, timing, and awareness are your weapons. More controls will come with new features soon to be!
Lore
Explore the world of Luminara and witness its unfolding events. The land remembers what is done upon it.
Stick Around!
This project is far from over! Add it to a collection, come back often of follow my itch page to be made aware of the latest news regarding the game!
If you have enjoyed the game, please consider sharing your thoughts. You can also if you didn't enjoy it, all criticism is taken seriously.
⭐ Rate the game ⭐
Any support is appreciated greatly, either by buying me a coffee or by spreading word to some who might be showing interest in the game's release.
Thank you for playing.
Here is a list of feedbacks that will be fixed in future versions. Feel free to leave comments on devlogs or below!
- Change the mapping for dodging on controller / Allow custom mapping.
- Player should be able to walk while in dialogue, to prevent being killed.
Here is a list of features to come!
- Heavy attacks, with charging abilities.
- Enemies killed will give points to use on stats.
- New enemy to come!
- A cinematic.
Known Issues
- Destructibles doesn't play sound when destroyed
| Updated | 11 hours ago |
| Status | In development |
| Platforms | HTML5 |
| Author | CryingPlusPlus |
| Genre | Action |
| Made with | Unity |
| Tags | 2D, Action-Adventure, Action RPG, Dark Fantasy, Indie, Pixel Art, Singleplayer, Souls-like, Top-Down |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Xbox controller, Playstation controller |
Development log
- Devlog #22 - Look at this Pause Menu11 hours ago
- Devlog #21 - Sound Effects and Quality of Life Improvements1 day ago
- Devlog #20 Main Menu2 days ago
- Devlog #19 The light has abandoned you - Main menu peek!3 days ago
- AI Involvement With Code3 days ago
- Devlog #18 Stamina improvements, animations and more4 days ago
- Devlog #17 Better Feedback6 days ago
- Devlog #16 Continue Your Game jam 5 submission!8 days ago






Comments
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Hey, got the analog stick working the way I was asking about, nice!
Hope it meets expectations! :D
The stat applying sheet looks better now, and also it is clear what to press when done.
Using actions mapped to b,a,x & y means player must take their hand off of the right analog stick. From this point of view I think Interact and Heal make sense to have there, but Dodge would be better on a shoulder button.
When I am not using the right stick my expectation is that the attack will go in the direction that I am moving, not remain in the last direction that I pressed on the right stick. Meaning... if right stick is in the dead zone default to left stick for attack direction. Seems better to me anyway.
Gonna play some more in a bit, will pass along any other feedback.
Those are great feedback! i will look into remapping some controls, i agree it can be awkward on B. For the attack on the direction you are walking if right stick is not used is a great idea! Only applies to controller but will be a great adition.
Thank you for your interest in the game and feedback! i will look into improving on this soon :D
Might already be on your todo list, but some indication of getting hit in addition to the blood spatter. I know you might be limited by what frames are in the sprite sheet for that character, but it could also be done with a dazed stars effect over the head maybe, and a brief moment of stun, and/or some nockback. I'm rambling a little... but if the first swing in the sequence activated a little faster I think that would feel good, and also the block animation being a little quicker.
Good point, might make the player and enemy flicker and push them when hit and test it's feel. I'll see to make some animations faster too!
Nice start to something, looks good and the motion feels pretty good too. Looking forward to playing it again w a controller hooked up. Main thing I didn't like so far is that the camera zooms in rather close and I don't have any camera controls that I'm aware of. I appreciate the cinematic effect of the camera, but want to be able to override it once the effect is completed in order to see my surroundings a little better.
Separate note: This font is difficult to read, it's cool looking but for example whats up w this "k", looks like an F, not a K. :P)
Thank you for your comment! I agree something can be done with the camera feeling more organic and maybe making it less close could be a great start! For clarification, would you say:
Also for the font, are you referring to the game's font or the itch page? Because I believe the itch page font is not quite what i was looking for, i wished to make the font same as thee game but i have to communicate with Itch support to do so and haven't had the time yet.
Thank you again for your interest, hoping it will continue to do so in future update!
I was meaning the itch page font, what you set it to now is much easier to read.
I'll play some more later and get back to you more regarding the 3 questions. I think it felt a little close on gameplay... but not always. I just like having control though honestly, like a 2 of the triggers on a controller, or the mouse wheel for zoom in/out would be nice.
What are you developing in? I work in Godot myself.
This is done with unity but i have started recently to work with Godot. I have also work with SFML and Unreal Engine both in C++, hence the profile name (Crying++) XD
I would love to take a look into your projects when i have some time!
I did some Unity years back... and C++ even more years back.
Username and also the profile pic are👌