SEMILUCID by curtamyth
In SEMILUCID your goal is to remain asleep while being tormented by nightmares in a procedurally generated dream world. To do this you must collect items within the dream which will eventually allow you to become lucid and consume the nightmares. Check the readme for more details!
Controls:
Enter to start game.
Arrow Keys to move.
S to toggle sound.
Double ESC to quit.
Please play with caution if you are photosensitive.
Controls:
Enter to start game.
Arrow Keys to move.
S to toggle sound.
Double ESC to quit.
Please play with caution if you are photosensitive.
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.37 | 415 |
| Audio(Jam) | 3.67 | 151 |
| Fun(Jam) | 3.26 | 438 |
| Graphics(Jam) | 3.44 | 476 |
| Innovation(Jam) | 2.89 | 683 |
| Mood(Jam) | 3.72 | 140 |
| Theme(Jam) | 3.04 | 759 |
Probably no fun for anyone with epilepsy or similar.
Colours were a bit of a headache, but overall, I quite liked it. :)
Love the music especially!
Very cool submission, thanks for sharing!
Now the visuals are pretty fun & original, and the audio helps setting the mood quite well. The shapeshifting animation is cool to watch too, plus the level generation worked quite well for me. Congrats!
There were two areas I think could improve the game. First there were a lot of narrow passages or places where only one path was available that caused a guaranteed hit from an enemy.
Second after gathering all the trickets the game was just a matter of finding all the enemies; there was no longer any risk left in the level. It might make sense to make that phase timed, and it failed, switch back to a trinket phase.
The effects are fittingly rather trippy, but the overall quality of the pixel work is sloppy. The nightmare eater sprite is an exception, a really well drawn and designed piece of pixel art that.
The audio is nice, apart from the transformation music (hunting down nightmares). That didn't click with me for some reason.
To gameplay then. It holds up for the first few levels, but after that the cathartic power trip becomes more of a chore (bigger levels multiply the issue). You could mend this by making the second form vulnerable to some of the harder enemies (who shoot projectiles), meaning you would still have to think a bit.
Procedural generation is an effective idea, but, as many have already pointed out, the algorithm does like producing very tight corridors all around the place. Those features don't really support the enemy dodging mechanic. The trinket placement is also very random, sometimes they are right next to each other.
Overall a great job with some small issues.
gj !
So here the corrent review ;)
Very strange submission, in a good way. The background is heavy ^^ I have no motion sickness, but you got me somehow dizzy by the speed xD
Graphics are nice and the theme is clear. Good job ^^