Naarrow by Ace17
A claustrophobic solitary metroidvania game
* latest version (non official, post-LD): http://code.alaiwan.org/games/naarrow/ *
* play here (Webgl, HTML5): http://code.alaiwan.org/games/LD/naarrow *
* Newgrounds: http://www.newgrounds.com/portal/view/692445 *
* Gamejolt: http://gamejolt.com/games/naarrow/251986 *

Keys: - Left, Right: move - X: jump - Z: some action (F...) - Down: some action (B...) - C+forward: some other action (D...)
Tool used: - C++ / SDL / Emscripten / Vim / Make / Custom engine - GFX: Gimp / Genius Tablet - SFX: Audacity & Bfxr - Levels: Tiled - Music: Virus TI (HW synthesizer) / Axis 49 (MIDI controller)
( github: https://github.com/Ace17/naarrow )
( source code archive: http://code.alaiwan.org/naarrow/ld38.tar.bz2 )
| Original URL | https://ldjam.com/events/ludum-dare/38/naarrow |
Ratings
| Overall | 242th | 3.388⭐ | 51🧑⚖️ |
| Fun | 213th | 3.286⭐ | 51🧑⚖️ |
| Innovation | 351th | 2.918⭐ | 51🧑⚖️ |
| Theme | 479th | 2.592⭐ | 51🧑⚖️ |
| Graphics | 519th | 2.143⭐ | 51🧑⚖️ |
| Audio | 137th | 3.362⭐ | 49🧑⚖️ |
| Mood | 57th | 3.837⭐ | 51🧑⚖️ |
| Given | 46🗳️ | 50🗨️ |
What this game doesn't have in graphics, it makes up for in... literally everything else. When I first clicked on this game, I had low expectations due to the graphical fidelity. Lower still when I found myself wandering through identical room after room, opening the same door over and over again. I honestly wondered if this was some kind of debugging setup left in the game.
Then I got to the last room in the series, and the room was different. My first thought was "oh, random level generation went wrong there?", then I realized that all the other rooms were persistent and had their own set of challenges.
It was at this point that the game really "clicked" for me. I reevaluated the graphics and began to realize how dissonant and *alien* each sprite was.
I would believe you if you told me that these graphics were chosen purposefully, because they fit this game perfectly.
I haven't even touched on the inventiveness of each level and the satisfaction of completing each puzzle, despite it being so unceremonious, nor the haunting soundtrack.
This game is genuinely incredible, and I urge anyone reading this to play it. Wow.
For those who don't like playing the browser, I've put a windows binary version for download:
http://code.alaiwan.org/games/LD/naarrow/naarrow-w32.zip
King Kujito: the game can definitely be finished ; there's always an exit way!
I love the mechanics and the gathering of skills by exploring the rooms.
Sometimes I got stuck on a corner while trying to climb up a wall. It made it kind of frustrating trying to get up to some areas. I guess that is part of the name though, huh? :grin:
As the other people said, at the beginning the game give the impression that it might be something else. So maybe you could give some story indications that it's going to change.
Still, once into it the game is pretty neat! I got stuck on the yellow platform moving jumping level, too hard and frustrating for me!
Keep up the good work!
Music was great and played a big part in the general mood. Together with the almost repeating levels, it created gave me an eerie feeling.
It's really cool how much you seem to have gotten in here during the compo, this could've been a pretty big project for many people. The level design and the powerups are cool, but the movement felt a bit clunky and awkward. I had a hard time executing the movement I wanted, and especially moving upwards through 1 unit wide gaps was pretty hard. Overall the movement was okay though.
**possible spoiler alert:**
The first spikes and booster puzzle was a bit confusing. At first I thought I just was just supposed to dash and jump, on the boosters, but I couldn't get it right. After a while I realized that I could get hit by the bouncing cube, and then walk over the spikes. Intended or not, this was really cool, but confusing since the booster and dashing combo hadn't been used earlier.
If it was intended, I recommend letting the player use the dash on a booster in a similar way before this puzzle to learn how it works. If it wasn't intended, I recommend making the gap a bit shorter and forgiving.
**end of spoiler**
The respawning felt fair, but I gave up in the room with the repeated dashing across the spikes. Playing your game was an overall great experience. With some more work, and some innovating touch (maybe there was one I didn't get to?) this could be a great product.
Very impressive work for the compo, keep up the good work!
I felt like the levels were a little unforgiving, I could have used a bit more headroom to jump around in a few places, and my platforming skills aren't great so maybe just falling and being able to easily retry instead of having so many spikes might have been nice. The character moves really quickly too, which makes me more liable to make accidents.
I like that the game seems to explore what happens when you have a non-square character (I assume that's why it's called 'narrow'?). I also assume that, at some point, you get a power up that lets you get shorter, but I didn't get to that bit. I'll come back and take a look at the post-compo version.
The music is amazing it really makes you feel claustrophobic. The art could see improvement (is that a stick figure dick im seeing??) Some walls seemed toooo narrow (hehe) to use the climb power up it felt kinda clunky. Cool concept man, congrats!
You could maybe improve the graphics and maybe a little in the audio but an overall nice game!
Also, you may look at my game I would really appreciate!
Nice Game!

maybe too much effort spent on level design and less on graphics and controls
but it's a good start for an peculiar game
But i did got stuck on the dash part. The part where i have to jump over 1 yellow block... or maybe i still dont know how it works... maybe i will try it again later.
The latest version (post jam) has a simplified version of the infamous impossible spike yellow room!
Start. Oh gosh, the soundtrack. Wow. Next room. Um, it looks the same, but the music changed. That's cool. Next room. This is getting creepy. Next room. Oh, they are changing a little bit. Next room. Ooh, a powerup! Aw, yes, now I can go ANYWHERE! Oh, no I can't. Okay. Backtrack. Oh, a dash. SPIKES! AAAGH! SPIKES!
I did get through it in the end, but for me my favourite moment was at the start, descending into the depths of the facility. It did a really good job at setting the tone through gameplay, and I would have loved to see more of that. That you managed to put together a feature complete metroidvania in 48 hours really is something though!
The graphics are low-fi, but that doesn't hurt at all. The music is cool for this genre. Only the physics are a bit fast and might need some tweaking to make it feel "tighter".
Hint: you can toggle the slow-motion mode by pressing 'tab', this might help you go past the first room with spikes! Use with caution, this might ruin your gaming experience ;-)
Enjoyed the audio quite a bit!
There is something about the jump in general that is a bit off, maybe the gravity? It seems harder than it should be to wall climb back and forth.
There is one part where there is the same obstacle maybe 3 times (landing block, 2x blocks destroy you dash over, one more block then a gap and obstacle repeat) it has spikes underneath the destroy on touch blocks. The one block leading space was too frustrating for me. I sometimes also accidentally hit the first block and died so I ended up giving up here.
Nice job with the music. It gives a great mood. The staticy sounds are a little dominating I had almost thought something was wrong with my headphones at first.
I guess you've probably fixed this in the post compo version but I got stuck in the ceiling when changing rooms the first time I played http://imgur.com/a/x5wr4
https://www.youtube.com/watch?v=jMCwacAGwrA