A downloadable game for Windows and macOS

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Made in 72 hours for Ludum Dare 42. Theme: Running out of space.

Genre:

Platformer/Puzzle

Description:

Discover the secrets of a recently destroyed civilization with Dunwo, the freelancing archaeologist. Aiming to save the extinct locals and maybe earn a coin or two in the process, our brave hero with his trusty backpack and a teleport sphere starts his greatest journey to date. However, being the first one to the recent explosion epicenter, Dunwo struggles with getting everything he finds packed into the backpack – too many interesting things just lying around. Some sacrifices will be nigh unavoidable, and only you can help him decide what’s worthy of becoming a part of the local race’s Legacy.

Controls:

  • A/D or Left/Right – Moving left/right
  • W or Up or Space – Jumping
  • E or Z or L – Shooting the sphere/teleporting to that sphere on second press
  • Q or X – Call the sphere back without teleporting to it
  • I – Opening inventory
  • Arrows/Enter – Navigating the menus
  • Escape – Pausing (in-game)

Credits:

  • Art, Animation - Tay Elenberg 
  • Programming, Game Design - Gil4 
StatusReleased
PlatformsWindows, macOS
Rating
Rated 4.9 out of 5 stars
(8 total ratings)
AuthorsGil4, Tay_Elenberg
GenrePlatformer
Made withTiled, Corona SDK
Tags2D, Corona SDK, Difficult, Ludum Dare 42, Narrative, Post-apocalyptic, Puzzle-Platformer
Average sessionAbout a half-hour
LanguagesEnglish
LinksLudum Dare

Download

Download NowName your own price

Click download now to get access to the following files:

Legacy 1.1 (Windows).zip 28 MB
Legacy 1.1 (macOS).dmg 28 MB
Legacy (Windows).zip 41 MB

Comments

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(+1)

such a pretty game :D

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Thanks a lot!

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The items and background story really are what kept me going through this! The platforming was functional, if not a little frustrating sometimes, but damn, that last gauntlet was rough. All the perfect progress I had made, gone. Really loved the art, music and story though!

Also, hello again. Played DraBot a while ago, cool to see another of your games!
(+1)

Oh wow, we're really happy to see you again, CoalFire! Thank you for your support! 

And thanks for your feedback as well! Yeah, we know the game was quite difficult, and I admit that the last part was a tad too much. Can imagine how frustrating to you it was, I'm very sorry. <_< Actually, I've even made the hitboxes for the spikes in that part smaller already as part of the next build. My main mistake was using that design in a game jam environment where I didn't have enough time to design more of those "race challenges" and educate the player enough to be ready for it. The trick was simply starting as far from the door as possible (so all the way to the wall to the right of the mushroom in this case), since Dunwo is faster than the sphere and the bigger the distance the sphere will travel, the bigger Dunwo's upperhand will be. But I digress, it's definitely not the most intuitive thing in the world so I should've definitely avoided such a challenge. At least there's no way to die in the game, haha.

I also want to say that your playthrough was among the best ones in terms of platforming skills displayed, which was really pleasant to see. :3 Have you noticed the DraBot easter egg, by the way?

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I recognized the sprite in the end,  but I couldn't place it. Realized what it was after I was doing all the metadata for the video and saw you were the same dev :) But the teleportation races weren't that unintuitive, just that that last one was brutally hard in terms of the space and speed required. I think some of it could be mitigated by some slowing mechanic for the orb, like the wind is with the player character, or some 90° bounce paths for the orb to take a little extra time. But, as always, your art style really stands out in the crowd!

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Haha, I see. 

Got it, yeah, that's a good way to make it easier.

Our artist said she's really grateful that you noticed her trying to create a style that stands out. :3

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Can I please have a hint of the frozen embryo part T^T


P/s : I love the style(Gameplay and art) of this game! It's super refreshing! I really wanna know the backstory of the necklaces.. Somehow, this game make me sad looking at the stuff left behind.. The puzzle(s) are hard too! Thank you for making this! 

Sure thing! Do you mean that door before it or something else? You have to shoot the sphere along the lower floor while basically racing it on the upper floor; that way you can open the door before the sphere reaches it and stops, then teleport after the sphere passes the door.

Thank you, we're really happy to hear that! As for the necklaces - it's up to the players to decide all the backstories. We intentionally weren't telling the story directly, that way you were basically in the same position as Dunwo himself - you could only guess the plot by analyzing found items and making assumptions about the whole picture they form. I could only say that the letters on the necklaces weren't random, but even their meaning is more of a symbol first and foremost.

And again, thank you for playing our game!

(+1)

THANK YOU SO MUCH!! <3

I see.. To guess the backstory, like Dunwo, that is both beautiful and interesting!

Yes. Now I can finally sleep in peace. Haha!

(+1)

Really cool game, just some sections are incredibly hard XD
Sadly lost all the things I collected halfway through at one of those fork switch gates.

(1 edit) (+1)

Thanks a lot! 

Yeah, we know it's a pain, but that was kiiiiind of required to get our message across. This game is not about displaying some perfect platforming skills, and that's why there's no way to die or get a game over some other way; re-evaluating which things matter, on the other hand, was the leitmotif of this game, and to have players actively decide what they consider more valuable to preserve as the legacy of a now dead civilization we had to be quite cruel with the game's difficulty (or at least that's what we had in mind). That said, it's still possible to finish the game perfectly and collect every item there is, just unlikely on the first try.

This game was done as a duo, and just so you know, one of us creators feels your pain, having difficulties with several sections in the game. :D

(+1)

Yeah, I guess I should have ignored some sections and sorted the inventory by value, since it decays from the back and doesn't drop the actual items XD

(+1)

Yup, unfortunately the inventory system wasn't the most proper one, pretty basic features missing, but that's just what happens in game jams - with only 3 days on our hands making an awesome inventory system with all the proper stuff would have meant having no interesting gameplay built around it.