1. Night Lights
  2. News

Night Lights News

Point and Click Adventure, 90s Inspired, The Dark Prophecy, Fully Released



The Dark Prophecy is a spiritual successor to the classic adventure games released in the 1990s by Lucas Art and Sierra. In a medieval village, Jacob is going about his rather dull, everyday life, when one fateful night, his peaceful village is forever changed, and Jacob with it.

In The Dark Prophecy, players can explore beautiful pixel-art locations by choosing their own adventure dialogues using classic "look/talk/use" interactions. Welcome to a peaceful medieval village, where life is safe and calm. But one fateful night, everything changes. The Dark Prophecy is a 2D pixel-art point-and-click adventure inspired by the best retro games of the '90s.

"The moment our game is released to the world is an absolutely unforgettable feeling as if you release your creation into the outside world to see how it will be received by players from different countries. These feelings justify all the hardships of development. Welcome to the world of The Dark Prophecy and have a good game!", said Dennis Afanasev, lead developer at Start Warp.

On sale until March 7:
https://store.steampowered.com/app/1565680/The_Dark_Prophecy

No-Jump Platformer, Jumphobia: Homeward Bound, Part Of Next Fest



Drop by and try the demo, watch the live streams, and watch for free key drops in the chat!

Live stream schedule: Every day, up to and including Feb. 27 at 11 am EST (UTC -4)

Live stream replay: Every day, up to and including Feb. 27 at 4 pm EST (UTC -4)

Don't miss the launch discount. Wishlist your copy of Jumphobia: Homeward Bound today!

https://store.steampowered.com/app/1781380/Jumphobia_Homeward_Bound

Meridian4 News - The Dark Prophecy Updated With New Location & Characters



Hello everyone!

In update 1.0.9, you will see:

✅ A new location "Kitchen," where there is a lot of food and a hardworking cook is constantly busy preparing new dishes!

✅ By popular demand, you can now collect items for quests from the beginning without knowing the conditions of the quests.

✅ Fixed a logical bug found by you, the players, where the stick can no longer be set on fire before being used in a non-burning state.



Thanks to everyone who continues to follow the project - you give us the strength to continue. Stay tuned! See you in the next updates!

Thanks for all your support!
Dennis

p.s. If you're reading this and still have not added The Dark Prophecy to your wishlist, now is your chance ːsteamhappyː
https://store.steampowered.com/app/1565680/The_Dark_Prophecy/

Action-Platformer, Jumphobia: Homeward Bound, Coming To Steam In Q1 2022



Indie game publisher Meridian4 is proud to announce the upcoming release of Jumphobia: Homeward Bound, a side-scroller platformer created by indie developer Wix Games. Scheduled for official release in Q1 2022, Jumphobia: Homeward Bound is a fast-paced platformer with no jump button!



Jumphobia: Homeward Bound is a game built around the premise of getting from "A" to "B" by jumping - but not when you want to! All Jump-bots are built with a failsafe to limit their maneuverability, meaning that you as the player can only automatically jump when you reach the edge of a drop or platform. That's right - it's a platforming game without a jump button!



Artist statement: The concept for the original Jumphobia game was to try and see if a platform could still be fun without a jump button. It’s the most important element to almost every platformer - so what would happen if it isn’t there? The result was a game where you have to think about everything differently. The difficulty no longer comes from pressing jump at the right time in order to clear the gap, it’s now a question of which gap is the right one to clear - or how can I make it past this obstacle without the freedom to jump whenever I want? The original game was built for a large variety of platforms including the web, so simple graphics and small file size were a necessity. With this new game, we want to really up the quality and push the concept to its limits, with a much higher level count, new lighting systems and 3D graphics, and a fully-fledged story with 3D cutscenes. I started making games as a 13-year-old working from my bedroom, a year later I released my first popular web game Duck Life and created Wix Games the year after in 2010. Since then we’ve had a number of hits and grown to a full-time team of 3.



Don't miss the launch discount! Wishlist your copy of Jumphobia: Homeward Bound today.

https://store.steampowered.com/app/1781380

Meridian4 News - Hirilun Developer Blog



Welcome! Today we want to talk about how we have selected the art style of Hirilun. We want to make a kind of dark style, with a comic feel. So we decided to use an outline for everything, that way we have the feel of a comic, and also is very clear to see a limit of an element. Very useful on a first-person platformer.

And to emphasize the important aspects of the game, like collectibles. We make it all black and white, and it makes the feel dark and useful also to see what is important to the game and attract the attention of the player.



Plaza was the first level we made, and it has changed a lot over time. At first, it was much simpler, and it was designed with the idea that it needed to be easy to keep playing even if you fell. We also wanted different paths so you could choose if you preferred to take the upper way through windows and roofs, or the lower one through benches and terraces.

The most remarkable changes were visual: Plaza became a more polished and imposing level, and it now gives the feeling of a dark city. You can feel it just by looking at it.



When we start to think about what skills we will add, we had one thing in mind: we wanted that the skills have some synergy together. The main idea behind the skills was to open new paths using them, so you had to think and see if a path is possible or not.

The most powerful skill is the dash, that skill opens up a lot of paths, but, when is combined with sprint and glide it becomes even more powerful.

We thought also about other skills like using a rope, walking on the wall, or reversing the time skill. But after all, we decided to keep it simple, and in the end, we think that we have made a good decision.

Thank you all for your support!
Gone Mad Studios

p.s. Have you added Hirilun to your wishlist yet?

https://store.steampowered.com/app/1407300/Hirilun/