Lumen Drift IV
The fourth journey of the little light — wear one of three hues, walk on the glass that answers your colour and straight through the glass that does not, refract yourself off prisms, and take the Kaleidoscope apart.
Lumen Drift IV
The little light drifts on — and the void has been cut into glass. Everything here is faceted, translucent and sorted by colour, and the light itself has learned to change hue: amber, cyan, magenta. Four galleries stand between it and home — the Prism Foreshore, The Refraction, the Spectral Ascent, and the Kaleidoscope Vault, where the thing that has been splitting the light apart is waiting.
One rule runs through the whole game:
Glass of your own hue is solid. Glass of any other hue is a ghost you walk straight through.
That single rule is both the floor and the door. A pane in your colour is a platform to stand on; a pane in someone else’s colour is an opening. Change hue and the level rearranges itself around you.
The full moveset from Lumen Drift III returns (double jump, air dash, glide, wall-jump, stomp, grapple beacons, gravity flip, dash orbs, belts and winds), and the prism adds to it:
- Prism founts — touch one to take its hue; they stand in banks of three wherever the glass gets serious, so you are never far from a change of colour
- Chroma glass — solid in your hue, a dashed outline in any other; used as bridges, staircases and colour-locked doors
- Refraction lenses — dash into one and you are split and thrown up and forward, far past what a jump can reach, with your air jump refunded
- Chromatic bolts — prism turrets fire in a fixed colour, and a bolt of your colour washes over you harmlessly and tops your dash back up
- Crystal spikes — unlike the earlier drifts, they now bite on contact
- The Kaleidoscope — a four-hit boss whose core opens in one hue at a time; stomping it only counts while you are wearing that colour
Controls:
| Action | Keyboard | Touch |
|---|---|---|
| Move | ← → or A D | ◀ ▶ buttons |
| Jump / Double jump | ↑ / Space / W | ⤒ button |
| Glide | hold jump while falling | hold ⤒ |
| Wall-jump | jump while sliding on a wall | same |
| Air dash | Shift / X | ⟫ button |
| Grapple | dash key mid-air near a beacon | ⟫ mid-air near a beacon |
| Refract | dash into a lens | ⟫ into a lens |
| Change hue | walk into a prism fount | same |
Goal:
- Light shards — collect all 32 for a flawless clear; several sit behind glass that only one hue can stand on
- Checkpoints — eleven beacons, two of them anchored to the ceiling; each remembers which way gravity pointed and returns you to amber
- The Kaleidoscope — dodge its tri-colour volleys and prism rain, read the hue of the exposed core, take that colour from the founts in the arena, and stomp; four hits wake the portal home