Development
Lucent Bounds started as an experiment in developing a fluid and fun character controller. One with tight controls and immediate feedback. I was having such a fun time
just running and jumping around that I decided to develop it further into a short game.
Once the mechanics were fleshed out I started to work on level design. I used ephtracy's MagicaVoxel for the level construction, as I'm most familiar with it
from Return of the Lividaea. I felt the limitations worked well and kept things consistent and focused.
In the end though it turns out I need a lot of improvement in level design, as it was slow going and
very difficult. I'm happy where the game ended up, but I think if I do make a sequel I would like to consult with a level designer.
Tools and Assets
Lucent Bounds would never have been possible without Unity and many of the free and paid tools and assets from the gamedev community. Here are some in no particular order.
A huge thank you to these developers and all the gamedev educators and content creators.
You can purchase Lucent Bounds on Steam here.