Sentient Duality by CabbageCrow
As a sentient quantum entity you can control your wave-particle duality. Switch between particle and wave nature to overcome obstacles.
But be aware, you can only see the rest of the world in your current nature!

Move on, but don't touch anything.
You consist of an different material and you will get annihilated if you do.
Being in wave nature you shouldn't cross any other waves, otherwise you will get scattered.
(I made this in Compo-Style, but in 72h. This means all alone and with no preexisting resources)
Hints:
Being in particle nature you are slower and have full control over movement.
Being in wave nature you move automatically forward and are quicker.
You need to press and hold the button stay in particle nature.
Links
Game (in Browser): https://cabbagecrow.itch.io/sentient-duality
Twitter: https://twitter.com/CabbageCrow
Controls
Movment: * WASD, Arrow Keys * Or Left Stick of Gamepad
Activate Wave Nature: Press and hold * Space * Or the lower button on Gamepad ('A' on XBox, Cross on PS)
Reset Level: * Return, Enter * Or the sideward buttons on Gamepad ('X'/'B' on XBox, Square/Circle on PS)
Screenshots


Ratings
| Overall | 586th | 3.038⭐ | 28🧑⚖️ |
| Fun | 556th | 2.846⭐ | 28🧑⚖️ |
| Innovation | 118th | 3.731⭐ | 28🧑⚖️ |
| Theme | 550th | 3.077⭐ | 28🧑⚖️ |
| Graphics | 579th | 2.885⭐ | 28🧑⚖️ |
| Humor | 617th | 1.895⭐ | 21🧑⚖️ |
| Mood | 658th | 2.609⭐ | 25🧑⚖️ |
| Given | 29🗳️ | 16🗨️ |
Nice minimalistic graphics!
Despite these flaws, this game was good. I indeed did have fun. I am surprised about the innovation of this entry and its use of the theme. I liked the alternate dimensions aspect in this game and it reminded me of the theme of Ludum Dare 30, Connected Worlds. I definitely loved the simplicity of the minimalistic graphics, which were colorful. I strongly recommend you to expand this game.
I like the style and feel of the game, and switching between worlds is a unique mechanic! Well done :)
Landing inside of objects during switching is a wanted risk, but it is probably not controllable enough by the player yet. It shouldn't be done by learning the level by heart.
The wave feels a bit wonky, maybe it should be a bit reduced (or done via options as a difficulty mode?)
I find it easier to play with an gamepad, because you have more control or at least feel of the direction you are heading.
Noted for the future - thanks for all the feedback.
* Make it arcade-y, with a time limit to complete the level and limited lives (pump in those quarters!)
* Make it an endless-runner type game with a score attack and different modes
* Make a level-based exploration/adventure game where you have to navigate levels, avoiding hazards and triggering sensors to open paths, etc, to reach the exit.
* Make a couch multiplayer racing game, maybe!
Basically, you've got a really neat, flexible mechanic here, which could go any number of places. I'd be precious to see where you might take it.
If I had a complaint (besides the lack of audio), it's that when you reach the end it's not actually clear that you've reached the end. To all appearances the game may as well have soft-locked.
EDIT: Also, _really_ love the game's name. Very cool.
I like to search for innovative game mechanics first which serves as a core of a game instead of other approaches. Or at least that it contains one, if I start with something else (story, setting, genre ...).
Did you approach the other entity at the end? However, the win and loose screen are pretty basic, due to time contraints. Let's call them functional. ^^
There can be a lot done and I see such projects as prototypes on which insights you can build upon. An they are proof of concepts.
Naming is one of my quirks, finding a descriptive and smart name, yet isn't too long and also (at least a bit) memorable. It's not easy, but I think it pays of - especially for games which get actually published. ^^
- Show the other shapes almost transparent, at least at first stages.
- Allow player to make a mistake couple of times ('hearts' or something like that)
- Some moving obstacles, some checkpoints will add more progression to a game.
- Re-think interaction with egdes. It is possible to win the game by holding both 'up' and 'right' now, like this:

I like these simple shapes (like diep.io) and color solution :upside_down:
Of course a polished version would include some (or all) of these suggested things and for sure tutorial levels. Thanks pointing them out either way. :-)