Five Stages by SonicGrey
A game about the five stages of loss(Denial, Anger, Bargain, Depression, Acceptance). NOTE: THERE IS NO NEED TO RUSH THE GRAY ROOM!!!
Game made by Kikiriki367
Music made by SonicGrey: https://www.youtube.com/user/helluvaridex
Made for Ludum Dare 39...We enjoyed making this game so we are going to finish and polish it soon...
Game: https://from-hardware.itch.io/five-stages
Post-upload changes: Fixed some bugs Made spikes easier to jump over so people don't have to git gud... A line of code that flips the player...


| Original URL | https://ldjam.com/events/ludum-dare/39/five-stages |
Ratings
| Overall | 613th | 3.074⭐ | 29🧑⚖️ |
| Fun | 609th | 2.852⭐ | 29🧑⚖️ |
| Innovation | 718th | 2.5⭐ | 28🧑⚖️ |
| Theme | 739th | 2.846⭐ | 28🧑⚖️ |
| Graphics | 659th | 2.846⭐ | 28🧑⚖️ |
| Audio | 257th | 3.385⭐ | 28🧑⚖️ |
| Humor | 412th | 2.417⭐ | 26🧑⚖️ |
| Mood | 226th | 3.577⭐ | 28🧑⚖️ |
| Given | 38🗳️ | 4🗨️ |
For polishing the game in the future I'd recommend working on the smoothness of the platforming mechanics - some of the spike jumps were difficult solely because of awkwardness in the hitbox/jump mechanics and that's not where you want your difficulty to come from.
That first disappearing staircase jump was pretty funny - overthinking it really gets you killed but the simplest technique imaginable works amazingly well.
The hit box is a bit more forgiving now so that people can enjoy the story without having to git gud...
We will work on a more smoother system after LD ends because it will be cheating otherwise...
The timer was made so you feel rushed so you can't stay there forever,apart from the first stage(denial) where the pictures are the energy will never deplete there so enjoy the pictures...
The levels were made for the story and not progression so they are weird difficulty wise...
ALSO THANK YOU FOR PLAYING!!!!
(@cameronpenner, @dreadloaf, @gentel, @toadietechnika, @farhan-qureshi, @randomphantom)
Music added a nice touch of emotion, really stepped it up a notch.
Nicely done.
And also were To Hardware our games are hard....
I felt a bit disconnected to the story when the gameplay bits started.
Running out of power here just means you have to get through the obstacles in one try or you'll loose. Everything is on a cycle and you just have to make it.
Where games like iwbtg have different kind of challenges, yours is completely cycle based, thus being a bit lackluster in gameplay.
A big improvement would be to allow the player controlling the heights of his jumps, since you'd need more precise jumps at times.
The visuals were rather neat, like the flipping of the character.
The music, although it isn't a generic chiptune, could have a bit more variation to it. The pad is constantly droning for example. It's a bit simple with only 2 instruments, but does a good job at setting the mood and loops nicely too.
Overall it's a nice package, but doesn't do it for me without more compelling gameplay.
PS. you can change the icon of the game in the global game settings in case you didn't know.
@daragongames The orbs were made just before the deadline so we are going to use them a bit more when we edit the game...We didnt have time to change the icon so its painfully going to stay that way for the next 13 days...
TY FOR AMAZING COMMENTS!!!
@feips, @andrew-stevenson
TY FOR PLAYING!!!
As someone said before, u should pause the power draining while u want the player read hehe.
The last scene.. a dog and a friend? sorry for that :(
The game is challenging but nothing unfair or deterring, so I had fun finishing it.
It feels so nice to play it :)
I don't know if the xscale facing animation was to be like this but it's a nice effect.
Also particles and musics are enjoyable.
Good entry :)
I wanted to enjoy the story and like the idea of making a game based on five stages of denial but due to the nature of game, at the end I didn't really cared about any of it as I was just... angry and frustrated... :/
A similar problem occurs in the yellow level - the section where you have to wait for two platforms to appear is very easy to miss, and then your chances of finishing the level are basically destroyed but you aren't killed, so it's easy to keep on trying unsuccessfully until the clock runs out, which is kind of frustrating.
Finally, the power meter felt sort of out-of-place anyways - it doesn't really tie in to the main theme of the game, although the platforming is basically oriented entirely around it which is kind of a strange dissonance.