Luminara
οΈβ οΈ Early Stages Of development β οΈ
0.1.12
Since the last Darkening, the Church has fought to preserve the fragile balance of light across the scarred land. But now, the world stands closer to ruin than ever before. The light is fading. The Divine has abandoned both the faithful and the unbelievers alike.
You are the Bringer of Hope, bearer of a new light. Your journey will lead you deep into the Old Continent, where you must uncover the source of this growing darkness and, if you possess the strength, destroy it.
Or perhaps you will succumb to the whispers of the Outcasts, embracing forbidden powers and spreading chaos in your wake. Or perhaps your faith will remain unbroken.
Gather powerful relics, master new abilities, complete quests, and venture ever deeper into the Old Continent. Face terrifying creatures, challenge mighty bosses, and overcome all who stand in your way.
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.
Wishlist on Steam !

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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.
This project is far from over! Add it to a collection, come back often or follow me 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.
Thank you for playing
Known Issues & Feedbacks
- Save on webgl fails when build version changes.
- Destructibles doesn't play sound when destroyed.
- Some sound effects are missing, repetitive or quite bad. There will be a big makeover at some point.
More?
I have also made other games. Feel free to take a look!
| Updated | 2 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Author | ππππππππππππππ |
| 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 |
| Links | Steam |
| AI Disclosure | AI Assisted, Code |
Download
Click download now to get access to the following files:
Development log
- Update 0.1.12 - Animations Extra2 days ago
- Community #1 - Wanted Features2 days ago
- Update 0.1.11 - Custom Mapping / Roll and Run Attacks6 days ago
- βSteam Page !β10 days ago
- Devlog #33 - Factions, Items, Special Skills βΌοΈ18 days ago
- Devlog #32 - Damages and Resistances28 days ago
- Devlog #31 - In Game Map and Gardening Duty32 days ago
- Devlog #30 - AI++, Inventory++, Enemies++, Bug--34 days ago







Comments
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Very nice start! The game already feels good, with a well-crafted atmosphere and visuals. I noticed a small gameplay issue: stamina doesnβt regenerate if you hold shift without moving.
Overall, very good work and I'll definitely come back to see your progress!
Wow thank you so much for your comment! It means a lot to me. I haven't been able to work on this for a bit but your comment made me want to fire it up again! I will correct this bug hopefully soon :)
pretty cool game!
Thank you very much!
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 areπ