Really like what you did here. The varied environments really sell this, being a mix between relaxing, creepy, liminal and outright nonsensical which kept me playing through to the end.
There are a couple things to prod at - such as the transitions between dreams, which kind of feel abrupt. This kind of broke my immersion at points, but even just a fade-to-black a la Yume Nikki would help.
My ideal transition I think would be to have areas (like a corridor) where walking from one end to the other would crossfade from the current dream to the next. Similar to what is there already but without taking control away from the player. Something to try in the future though. Glad you enjoyed it! (and found my goofy cat pic)
Fantastic game! I also got a bit stuck on the Untitled section, but it was a great moment when I did eventually figure it out.
For any future players, potential spoiler below:
This may have already been considered, but I feel like the solution would have been a bit more intuitive if the obvious path to the exit (the one with the gate) was actually completely missing (just a blank wall); this way, it's obvious that you're not searching for a key, you're searching for a neat way to get there instead. It might also expand upon the "unfinished" theme in that level, like "oops I forgot to place the exit". But I suppose the current level design works with the idea of "oops I forgot to place the key", so either way, it works!
Otherwise, honestly a great experience beginning to end, I loved figuring out how the maps work naturally, I loved the little spooky moments, and I echo that the bicycle was a fantastic quality-of-life addition. Really impressive work for a game jam! Would love to see what you come up with next!
- I love fake candy bar labels in games. CHOCOLATE
- I like that the access card references data entering picard's super long access code
- Every day, once a day, give yourself a present-- that's a dale cooper quote!
- A little bit of light spookiness in areas but nothing too bad
- I beat it! The hardest one was the developer texture area, which I didn't quite 'get' how I finished it, it was a little confusing and took a lot of wandering around and coming back to it before I finished it.
Really enjoyed this, well polished, cute references, a little spooky but not too much, the bicycle was an awesome quality-of-life feature, nice aesthetics, great music, just overall a really nice short experience. One of the best of this jam.
That's really nice of you to say, thank you! It's almost a little meta, but that one "untitled" area really was just unfinished until shortly before the end (It was going to be a museum), but rather than cut it I doubled down on its unfinished-ness. Glad you enjoyed!
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Really like what you did here. The varied environments really sell this, being a mix between relaxing, creepy, liminal and outright nonsensical which kept me playing through to the end.
There are a couple things to prod at - such as the transitions between dreams, which kind of feel abrupt. This kind of broke my immersion at points, but even just a fade-to-black a la Yume Nikki would help.
Overall, very solid experience!
(P.S. - found the cat!)
My ideal transition I think would be to have areas (like a corridor) where walking from one end to the other would crossfade from the current dream to the next. Similar to what is there already but without taking control away from the player. Something to try in the future though.
Glad you enjoyed it! (and found my goofy cat pic)
Fantastic game! I also got a bit stuck on the Untitled section, but it was a great moment when I did eventually figure it out.
For any future players, potential spoiler below:
This may have already been considered, but I feel like the solution would have been a bit more intuitive if the obvious path to the exit (the one with the gate) was actually completely missing (just a blank wall); this way, it's obvious that you're not searching for a key, you're searching for a neat way to get there instead. It might also expand upon the "unfinished" theme in that level, like "oops I forgot to place the exit". But I suppose the current level design works with the idea of "oops I forgot to place the key", so either way, it works!
Otherwise, honestly a great experience beginning to end, I loved figuring out how the maps work naturally, I loved the little spooky moments, and I echo that the bicycle was a fantastic quality-of-life addition. Really impressive work for a game jam! Would love to see what you come up with next!
Thank you!
Good point on that one gate, that area was pretty last minute (which kind of fits anyways).
I'm probably going to be doing the next LSD Jam too, so that should be fun, but hopefully also some other random stuff in between!
- Nice cool blue water, really pretty shader
- I love fake candy bar labels in games. CHOCOLATE
- I like that the access card references data entering picard's super long access code
- Every day, once a day, give yourself a present-- that's a dale cooper quote!
- A little bit of light spookiness in areas but nothing too bad
- I beat it! The hardest one was the developer texture area, which I didn't quite 'get' how I finished it, it was a little confusing and took a lot of wandering around and coming back to it before I finished it.
Really enjoyed this, well polished, cute references, a little spooky but not too much, the bicycle was an awesome quality-of-life feature, nice aesthetics, great music, just overall a really nice short experience. One of the best of this jam.
That's really nice of you to say, thank you!
It's almost a little meta, but that one "untitled" area really was just unfinished until shortly before the end (It was going to be a museum), but rather than cut it I doubled down on its unfinished-ness. Glad you enjoyed!