Nearly 2 years ago, during Hack Club Arcade, I shipped my first ever project. It was a rhythm game called Beat Jumper. I somehow got to the final round of Arcade showcase, in the top 23 projects. Not by any means of quality or enjoyment. The game kinda sucked. But people loved the idea so much. It was my own original idea. It stuck with me!
Fast forward to Hack Club’s High Seas, a little over a year ago. I created the second rendition of Beat Jumper. Much better than the first one. This one featured an editor (albeit a horrible one) and considerably better movement and graphics! I even had a cool glitch effect! My friends really liked this project since it was a better concept prototype of what I had in my head! By no means was it good though, it was still horrible.
During the Summer of Making, I didn’t make another Beat Jumper rendition. Instead, I worked on a game called voidborne. Many of you may know about this as it was my flagship project before LIGHT//BOUND existed. I learned so much about Godot and it blew my hour record out of the water at 175 hours. After making voidborne, I thought, what if I put my ability to make large projects into making the best possible Beat Jumper rendition?
I was planning on making this version of Beat Jumper outside of a Hack Club event, but since Flavourtown was starting soon, I just decided to submit it anyways! I wanted to make my own OST, make it look amazing, and have it be as fun as possible! I quickly got to work and had lots of fun making it! After a 2-day discussion about naming, I decided to rebrand to LIGHT//BOUND (or simply lightbound if you’re too lazy to use the formatting gimmick) since I felt it fit nicely and it didn’t sound like a knockoff mobile game. After over 190 hours of work (164 of which were during Flavourtown’s period) I have finally completed what I consider a playable demo.
To be clear, LIGHT//BOUND is nowhere near completion. I plan to add more OST, better maps, better gameplay, and improve it as much as I possibly can. I want this to be a game that people play because they enjoy it, not a game that people play for the sake of knowing the developer. I hope this short demo is enough for you guys right now. <3
I want to thank everyone who helped me get this far. Testing, feedback, words of encouragement, I could not have completed this project if not for my amazing friends here in Hack Club. I never expected to have the most followed project in all of Flavourtown, and I am absolutely bewildered and honoured to have achieved that. I hope everyone stays excited for the full release, which I hope to complete sometime during Q4 of 2026!