Dispyria by Tat2Tim
Links
- Web build/Windows: https://royal-fortune-studios.itch.io/dispyria
Description
A retro 2D action platformer. Lovecraftian horrors roam the lands, take control of a mighty hunter and destroy the source of the other-wordly menace!
Bugfix changelog
- Fixed a bug that prevented you from replaying the game.
- Fixed a bug that allowed you to jump into the cathedral.
- Locked z-rotation of everything that should have z-rotation locked.
Thanks and gratitude to everyone who reported bugs!

| Original URL | https://ldjam.com/events/ludum-dare/38/dispyria |
Ratings
| Overall | 324th | 3.458⭐ | 50🧑⚖️ |
| Fun | 220th | 3.479⭐ | 50🧑⚖️ |
| Innovation | 676th | 2.438⭐ | 50🧑⚖️ |
| Theme | 750th | 2.188⭐ | 50🧑⚖️ |
| Graphics | 307th | 3.729⭐ | 50🧑⚖️ |
| Audio | 140th | 3.66⭐ | 49🧑⚖️ |
| Humor | 520th | 2.214⭐ | 44🧑⚖️ |
| Mood | 221th | 3.563⭐ | 50🧑⚖️ |
| Given | 49🗳️ | 66🗨️ |
Movement could indeed be improved upon. The also always looked into the wrong direction.
The (spoiler alert!) pink squid boss had no visible attack? I beat him anyway. :>
Well done team!
The controls are a little bit off though. It's hard to put my finger on it, but moving around just didn't feel very good, probably a little bit too slow. It was also a bit jarring how attacking made me unable to move or stopped all my momentum instantly.
I also found a big on my first playthrough where I could jump over the red door in the first part in order to get inside, but it didn't work both ways so I was trapped inside even after killing the boss.
Overall I liked it though, despite all the issues and feeling a bit lost and wandering at some points. With some tweaking to the controls and bug fixing, and maybe some more direction given to the player through hints or story points, I think it could be a pretty good game.
The colors and art style went really good together, nice job! Music was nice, SFX were a little too loud and harsh, but hey, we can't have it all :wink:
Possible improvements:
- Some backstory so I know why and what I'm doing
- Different enemy types so it becomes a little more challenging. Right now you can easily rush through the world
- Improve level design to encourage exploring, there's nothing telling or hinting where to go (but that might be by design) some minor visual guidance would still be nice though.
- Enable replay (all items were still unlocked when I try to play again)
Art style definitely has potential, the platformer itself needs some additional attention though.
Nice job 72hours! :thumbsup:
The music and sounds, as well as the graphics, emphasize the retro theme very well. I also think it's great that you had the time to create things like keys and bosses.
Overall a very enjoyable experience :slight_smile: great job
Thanks for the game <3
My main criticism isn't so much the controls as the difficulty. The whole thing was too easy, every time I fell into a pit it was actually ok, none of the enemies were challenging at all, and the final boss did...nothing? I walked into him just to make sure he was actually an enemy and that I could actually take damage.
I think with some more challenging key/door puzzles and some enemies that were actually a hazard, this could be a really cool old school game. well done :)
2 minor things to fix:
1- The player should be brighter for more contrast. Maybe some kind of light blue? (my eyes hurt :cry:)
2- The first miniboss (the yellow guy) tipped over. Freeze his Z rotation :stuck_out_tongue_winking_eye:
But yeah, really nice game. Well done!
Oh, was this supposed to happen?

It's great. Keep going!
Things I like:
- Game atmosphere
- Art consistency, animations and color palette (even a blue character :smile:)
- Music
- Free-to-go-yet-limited level design
Things I doubt:
- Casual platformer gameplay (it can be expanded easily, I beleive). A grappling hook, anyone?
- No way you can get back upstairs if you fall down in a first dungeon
- Ctrl+Space combination closes current tab in Opera browser (and game too)
- The final boss is just a static statue
- Relation with a "Small world"
Here is my playthrough: https://youtu.be/8mTnRd5VEqI
It was fun to play, thank you!
Have luck on Kikstarter!
Oh, and music was great too! But sound effects need turning down a bit.
The controller had some issues, felt there were times I couldn't get lined up right to get a jump in and had to fiddle about to get the right spot to jump up to ledge from. Also, some variance in the mobs would be fun, but overall REALLY great work.
I thought I was stuck for a while there before I realized you could go underwater - that was a nice touch! Indeed, the overall aesthetic was quite well done.
There were a couple of places where I felt the hit boxes were too large. Trying to jump up near a platform quite often blocked me when it looked like it shouldn't. I realize this was probably to be more forgiving when you are standing ON a platform, so perhaps a way to reconcile those would be to have a "traveling up" hitbox and a "falling down" hitbox, so that the platforms are forgiving regardless of which direction you are coming at them from.
But really, that was a minor quibble. This was a particularly strong offering, easily one of the top 10 LD38 games I've tried so far.