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Alight (in dreams)

rated 4.00 / 5 stars
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Action - Platformer - Other

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Credits & Info

Aug 1, 2011 | 6:39 AM EDT

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A Quick Study 10 Points Finish level 4 with a clock that has at least 30 seconds remaining.
Race You There 10 Points Finish level 2 with a clock that has at least 25 seconds remaining.
Run Home 10 Points Finish level 1 with a clock that has at least 30 seconds remaining.
Space Race 10 Points Finish level 3 with a clock that has at least 15 seconds remaining.
Escape Plan 25 Points Finish level 7 with a clock that has at least 20 seconds remaining.
Gravity Assisted 25 Points Finish level 5 with a clock that has at least 10 seconds remaining.
Rat Race 25 Points Finish level 6 with a clock that has at least 40 seconds remaining.
Time Lord 25 Points Finish all levels with the clock.
Zero Candlepower 25 Points Finish all levels without using a candle.
Shoot the Moon 50 Points Find level 8.
Awakening Secret Medal: Unlock this medal to view its details!
Goodbye Secret Medal: Unlock this medal to view its details!

Author Comments

Alight is a platformer that mixes exploration and reflexes and more than a little story. Move with the arrow keys, fly with the space bar or up arrow. If you find yourself having trouble getting much altitude, trying pressing the space bar at a slower pace until you find the right rhythm. And remember that you can always drop down out of a flock of birds without using a flap of your wings with the down arrow key.

Every time you enter a door, your game is automatically saved, and you can replay a level at any point.

If you're amazed by the music like we were, you should check out Smiletron, who made the song -- he has a web site at and more songs at

Having trouble? Ortoslon posted a playthrough at tU



Rated 3 / 5 stars

The ending made me laugh

Seriously where did that flying shark come from wtf!?


Rated 3 / 5 stars

Good, but not progressive.

Long review incoming, because I feel the game earned a quality response.

Like most other reviews have said, the game began on a wonderful note and then held on to that one note for too long, eventually it bored me. I finished the game thanks to the story baubles, but frankly I could have happily skipped the platforming parts in the last few levels and felt just as content. It would be simple enough to say, "oh you just need to mix up the game play a bit and everyone would have got along dandy." But then you'd miss out on the true latent potential this game has yet to tap. So lets talk about the real problem, integration:

You're balancing two distinctly separate entities in the game: story and mechanics. The story pops up in the little baubles and the rest is mechanics and the two rarely intersect. At first it seems like we can expect them to interweave throughout the game: the level art follows the story to a small degree, the mysterious spouts of smoke hint at the immediate danger, the mechanic of flight work as a metaphor for the protagonist escaping his past. But these connections never really develop along with the game. And since they don't develop, it's difficult to gain a sense of progression or reward or (all important in story structure) change.

Look at level design, for instance. The larger structures (houses, coffee shops, etc) feel significant to the story. But as the game develops they rapidly become austere and infrequent, largely replaced by tiny floating platforms, which are also quickly replaced by windy gusts and flocks of birds. This doesn't only happen per level, but within each level. Even the first house gives way to platforms in a matter of seconds. Eventually the scenery evokes nothing at all.

I assume this was done to produce a quintessential platforming game. But platforms are only a means to an end, it's the question of where they're taking us that becomes important. I would have been far more interested in exploring (or even finishing) a level if I knew it would lead me to new architecture/story within the same level. For example: imagine if the first level began in the childhood house (provides a sensation and memory of security), led you across a series of platforms (danger), towards Lizzie's house (again, security). This structure gives you two big opportunities. 1- goal orientation, it gives the players a more rewarding sense of exploration and movement. 2- a reason to tell the story through the art. Since you'd actually be going places the platforms can become part of the transition towards the destination. The college level is a good example, where instead of basic platforms you used dorm rooms, classrooms, and campus hallways. These are good sets, they just need to lead somewhere else important.

The level doesn't have to lead chronologically, or even logically (it is a dream, after all), to the next place, but it should lead us somewhere. Which brings up the issue of the fetch quest mechanic.

Again, think about this in terms of level and story design. The point of each level, to retrieve a (by all impression irrelevant) choice of three trinkets, doesn't add to the story at all. The fiery return seems, at first, to portend ominous and dire danger. But after it comes and goes a few times it loses significance aside of its place as a barrier between us and the next level. It doesn't convey progression, change, or even introspection. It's merely a senseless obstacle until the last level. I feel that it's another symptom of the level design. Since the player isn't traveling between important destinations then the unimportant space gets used for a fetch quest because, well, you might as well do something with the mechanics you coded in. But even if you followed this structure throughout, a different change in each level would have felt much more compelling. Something other than fire. Or maybe a transition towards fire.

More to say, but almost out of space. It's a good experiment, lots of potential, largely hampered by level/story integration.

Lots of people find this review helpful!
twofoldsecret responds:

Thanks for taking the time to write this -- it's a very thoughtful critique.


Rated 3 / 5 stars

Great story, so-so gameplay

as everyone else said already, the story is good and i like ur concept. Gliding is fun too.

- gameplay is not great... i do think the glide and jump shud be separate buttons. occasionally i'd rather glide, but I have to use up the jump meter in order to glide. Also, gliding in narrow spot is difficult when u have to jump 1st.
- zooming closer when entering a room is not very helpful. makes it a little harder.
- the 1st jump is so low, why is that?
- i feel that the guy moves a little too slow.

at 1st, i picked the candle/feather/clock at random, and realised they are easy, medium, and hard. the alternate ending made me curious, so i went back to play again and choose all clocks. interesting.


Rated 3 / 5 stars

Decent game here

This has a Swanky and even a Groovy visual effect to it, wich was nice and somewhat fitting, So in my eyes you have Distributed something pretty good here something solid and an overall good flash piece, Interesting game here, I do want to take some time and congradualte you on the time and effort and from that you won some awards so congradulations on the awards thats always a pleasure, so nice job on that aspect of things. So this was an interesting game, some nice soothing music, and some nice gameplay, allthough its just a dream its still a fun game, the controls are nice and smooth and the graphics was even better. anyways good job. I may not be the world's biggest fan but this piece shows a lot of foresight of skill and well done effort put forward into it so that i am pleased with. And overall as a whole this is pretty good.

You could probably do some touch up and even Extend this flash just a bit, Theres some Minor Details that you could address, And even Substituting some stuff here and there, this is a Genuinely decent flash you have here, No real changes, but maybe you can add some extra effects like when he is flying or doing other stuff some sort of flash effects would be nice.


Rated 3 / 5 stars


That wasn't much of a "story." The controls were alright; I liked that you could play with only one hand.