Neuroso by gamechoy
You play as Carl Morrison, a man running from his fears in a time where society has little patience for cowardliness. You decide to seek a solution, and wind up in an experimental procedure that visually constructs your greatest weaknesses. Will you overcome your primal reaction to run, or will you conquer your own mind.
Windows: https://gamechoy.itch.io/neuroso
| Original URL | https://ldjam.com/events/ludum-dare/38/neuroso |
Ratings
| Overall | 355th | 3.424⭐ | 35🧑⚖️ |
| Fun | 542th | 2.875⭐ | 34🧑⚖️ |
| Innovation | 534th | 2.844⭐ | 34🧑⚖️ |
| Theme | 625th | 2.844⭐ | 34🧑⚖️ |
| Graphics | 444th | 3.333⭐ | 35🧑⚖️ |
| Audio | 88th | 3.844⭐ | 34🧑⚖️ |
| Humor | 143th | 3.4⭐ | 32🧑⚖️ |
| Mood | 131th | 3.781⭐ | 34🧑⚖️ |
| Given | 45🗳️ | 58🗨️ |
I wasn't able to progress past the first level. I just hopped around for a bit.
Intro and cutscenes, especially the dialogues with the muses (nice touch ;) also 'TALL SPIDER CLOWNS' ) is extremely well done. Even though visuals are simple, game really manages to be immersive and keep the mood, with humour in right places.
With the 'fear' level, I was going to complain that spikes are barely visible, so i had to take little steps not to accidentally impale myself, until it came to me that it's a mechanic to keep you walking like you're, indeed, afraid. And the soulution to that level, damn. Well, no spoilers, so just: hell yes, well done, especially the first mask/face :D
About the faiulre level... well, I gave up after 20 minutes, actually. Couldn't fight the hands, every time I got somewhere far up, some quick hand spawned right above me. Don't know if this is intentional or not, but it really delivers the point :)
All of the mechanics/metaphores for fears you've decided upon feel really good. Though the ghost didn't feel as strong as the rest of them, still it's all very solid and consistent.
I'll give it another spin and see if I can conquer the last fear.
What could be improved - small tweaks, like having skip and talk bound to one button, better text wrapping (that would require some tampering with formating), some hitbox tweaks. Nothing really crucial, since everything that matters for gameplay itself seems to be a conscious, and justified decision, nothing random/arbitral. And that's a hell of a work from Game Design point of view.
Now I'm leaving my ratings... basically one of the highest scores I've submitted so far. I love what you did. Cheers!
Maybe the platformer part is too slow but there is a lot of idea! Really good! That's a nice entry.
Sorry but I didn't finish the game, i give up with those hand who are too slow or too fast ^^
**What I liked:**
The art was lovely, and the dialogue between the masks legitimately made me laugh. Finishing a level and returning to those bickering fellas was hand's down my favorite part! I also liked the unique aspect-ratio. It really lended itself to the mood of the whole game. In a similar vein, the soundtrack was wonderful as well.
**What could be improved:**
You've got the mood, story, and art down for a solid foundation. What you should probably focus on next is polishing the gameplay a bit. I personally enjoyed the dialogue with the ghost on the first level the FIRST time I heard it, but after dying on several different occasions, mashing the Z key to try again started to get a little frustrating. In addition, spending some extra time to put in measures to guide your player where they need to go next. Particularly when the ghost started chasing me, there was no indication that the path to the right was suddenly open now (I just accidentally discovered it after dying several times). Lastly, I would say that the platforming itself was a LITTLE too unforgiving. Particularly concerning the 2nd level, where the low ceiling and wide spikes practically demanded perfect accuracy to clear them effectively. If your player spends too much time being frustrated trying to clear something, they'll likely not care as much about the frankly wonderful art, sound, writing, and style you've got goin' on for this game.
Honestly I feel like you've already got the harder to polish stuff down pat. Just tweaking the gameplay a bit to lend itself to a more enjoyable experience is all you need to have a really solid game here!
That aside, your game is impressive! It has an immense ammount of content for a 72h jam.
There is a small bug on the dark transparent image mask for the first level: some offset at the beginning of the level is not covered by it, so it starts off already clear.
You guys did very good work with this! Thumbs up! :thumbsup:
I love the message and the way you tell it. That style of the game is very charismatic and reminds me at Undertale, great compliment!
The dialogues are quite enjoyable and made me laugh some times, "Spider Clowns":laughing:
I agree with @adheison, atm you can skip to easily the conversions, but the dialogues are very important to the guidance of the player. The soundtrack fits the mood and situations perfectly. Love the music then you talk with the masks. :grin: The arts were more than dense and very lovely, good job! But one thing, our entries share the same fate: The average LD users doesn't have the stamina to play our games till the end. But in both games the end is important to the experience.
Keep it on, we appreciate your effort and creativity! :smile:
@kcreanor We had a great time making it and we're thinking about spinning it into a full-scale project over the summer :-)
@clegamecoop I'm glad you enjoyed the art style! Sorry you encountered a problem, could you explain further what happened on that level? If it's an issue with the software I'd really appreciate any info so I can fix it.
My absolute favorite part was, the curiosity I got when I saw the orb and went to talk to it... "I told you not to touch my stuff"
I closed the game twice when I first started due to the low brightness of the main menu. :(
Now, the graphics and audio in this were top notch, and I'm a big fan of dreamscape games! A few improvements I would suggest include improving the contrast of the main menu (the text gradient means it's both lighter and darker than the background in some spots, which is pretty much the worst possible place for it to be) and letting players skip text with spacebar, so they don't have to take their hands off the movement controls to advance. This could cause trouble with players skipping text from trying to jump, but a solution to that would be to make it so that pressing the advance text button while the text is still typing will just reveal all the text before skipping it. This would help players who don't want to sit through the typing effect too.
Also, I have to say that ending it with a jump scare didn't seem fair to the mood you'd created. Otherwise this is a thoroughly interesting game.
Graphics are fitting for the game as well as the music.... The last one with the eyes was outright very creepy...
Good job in general!
Well done, thanks for sharing!
That said, I felt there were a couple of things you could do to improve it. Firstly, the artwork was very nice, but it looks a bit odd if you resize the sprites so that the pixels are different sizes compared to other objects in the scene. Also, the lack of punctuation and grammar in the dialogue can sometimes be a bit irksome, and could potentially be a lot more emotionally-fueled with good use of it.
But these are just little things, and should make you no less proud of creating such a phenomenal Ludum Dare game. **Keep up the fantastic work!**
*PS: What program did you use to make the music?*