WHAT I SAW by Angela He
WHAT I SAW. A platformer about mirrors, inner demons, and courage.

Josiah and I were thinking of what to do with the theme. We came up with a platformer with mirrors that teleport to each other; if you don't employ the right strategy, you can get stuck in loops.
Hope you enjoy! If you find any bugs, please let us know :smile:
Post ludum dare bug fix log:
Fixed buggy dialogue nodes that throw errors
Make sure player faces correct direction after teleporting
Fix accidental/wrong references in scripts
Add tutorial graphic to show controls
Fix random falling through platforms (hopefully)
Fix getting stuck on bathroom walls
| Youtube | https://zephyo.itch.io/what-i-saw |
| Youtube | https://github.com/zephyo/Mirrors |
| Original URL | https://ldjam.com/events/ludum-dare/47/what-i-saw |
Ratings
| Overall | 335th | 3.857⭐ | 30🧑⚖️ |
| Fun | 818th | 3.327⭐ | 28🧑⚖️ |
| Innovation | 844th | 3.296⭐ | 29🧑⚖️ |
| Theme | 1226th | 3.167⭐ | 29🧑⚖️ |
| Graphics | 38th | 4.607⭐ | 30🧑⚖️ |
| Audio | 136th | 4.018⭐ | 30🧑⚖️ |
| Humor | 984th | 2.429⭐ | 23🧑⚖️ |
| Mood | 35th | 4.37⭐ | 29🧑⚖️ |
| Given | 27🗳️ | 30🗨️ |
You are my main creative inspiration for making games -- in fact, this was my first Ludum Dare, inspired by your frequent participation in the jam! As always, your gorgeous art, moody atmosphere, and honest writing made for an enjoyable playing experience. Your games take us smack dab into the drama, throwing us into whatever universe you've created, and I love that. I appreciate your constant emphasis on narrative, even when making a platformer. I especially loved the beginning of the game when the player looked into the mirror and saw a completely different version of herself -- that stark contrast in art was powerful.
I came across a couple of bugs, which I'm assuming you already are aware of, but just in case: There were certain times in the game where I would fall off the platform even though I shouldn't have. For example, I would fall off the stairs. There were also a couple platforms where I couldn't jump for some reason -- not sure if that was purposeful. Finally, I'm not sure how to end the game. I'm sure I'm missing some element, but I explored the nightmare platform area and cannot find where to progress. Furthermore, my friend played your game and came across this issue that didn't happen to me; when going through the dialogue, she came across an empty dialogue bubble.
Thank you for all that you do for the game development community.
A few issues I had: I'm not completely sure how to describe it, but feel like I am moving the character through molasses. The controls feel a bit slow. In the room after the first floating, sometimes the character faces towards the door she came from instead of away from it, which gave the impression she came from the other door on that platform. Some of the floating heads aren't connected to their lights in the middle school thoughts area.
I couldn't quite figure out where to go; I tried multiple routes but they ended up leading to the same place, so I figured that the only way to go was to jump at the far right. The platform actually ended up being too far, so I could never make the jump, but that could also be because I suck at platformers haha.
Although I couldn't finish the game, I had a great time playing it! I hope that maybe in the future I can figure out where to go and get the full experience. Your games are some of the most emotional and impactful games I've ever played, and I know that "What I Saw" has the potential to be amazing too. You inspire many people (including myself), and I can't wait to see what you have in store for us next!
Unfortunately, I wasn't able to complete the game. I got stuck in the wicked eyeliner section where you have to destroy mirrors. I destroyed four mirror in the corners and the wicked eyeliner mirror, but didn't know how to proceed :(
By controls, sometimes I will be running down or jumping up the stairs, or jumping off a platform, and my character becomes abit floaty, or I'll try jumping and the character doesn't jump, or I'll get stuck on the shards of the mirror. Mainly things like reactivity to player input and improving precision. These things arent easy to get right though, especially within the timeframe of LD.
Ps: I unfortunately still couldn't finish the game, because I believe I ended up suffering a softlock in a certain part, when I destroyed the mirrors. I'll try again.
By the way I looked at your other games and ... your talent is just mind-blowing. You guys got another fan :)
But overall nice game with beautiful graphics and atmosphere ! Was this influenced by the game "Celeste" ?
The enemies are a bit slow, so I had to wait for them for a long time in the closet. But other than that, I really like the game.
Great entry.
Cheers.
@lereveur oh nice! thanks for sharing. I like that last phrase. the story we were envisioning was this girl gets stuck in her head more and more with low self confidence, trying to anything she can to look/be better, destroying herself in the process; before she destroys her friends too, she realizes she should turn back.
@francesco thank you! the part that fit the theme was supposed to be the looping of where mirrors send you. I guess it could be more obvious :P No, I haven't played Celeste; maybe I should.
@arad-hamidsamiee thank you :) Thanks for bug reports, will fix! Can I know which actions disable dialogues?
You have implemented some very nice elements to the game. Main menu looks very nice, mirrors and shattered pieces look great, as well as the level as a whole.
Cheers!
I appreciate the ambition on this jam, and the levels were interesting to explore. That said, I wasn't a huge fan of the starting enemies as they were very unpredictable in movement. There was also a frustrating behavior of theirs where they could spot you the moment you exited a mirror and charge.
I'll get a little more into the things that I would have liked to see improved on in a bit, but I will say that I found the character designs and level layouts to be incredibly engaging and distinct. I can't say I've played a single jam entry like this one, and the mirror looping mechanic kept the game from feeling too linear without getting overbearing. It was a nice balance between difficulty and nonlinearity in an area where these games tend to fall short design-wise.
Most of my narrative complaints boil down to this; I found it slightly frustrating that with every major story beat, the player is mostly handheld and forced to take certain actions (e.g. ignoring the shriveled figure). I wish there was a little more open-endedness to how you respond to some of these events.
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Aside from this, I do have a few bug reports that I hope to post screenshots for in a bit. I'll try to keep it as spoiler-free as possible.
- I was able to break the story slightly by moving past the first major mirror without actually breaking it; the story didn't actually account for this, so I'm assuming it was supposed to be forced.
- There is a section right before the "midpoint" of the game where walking into the wall will force you under the level.
- A little bit after this midpoint, if you jump over a gap in the terrain with certain enemies chasing you, they will fall into the pit and continue to audibly jump in place for the rest of the section trying to reach you-- you may want to despawn any enemies that fall like this, similar to how player respawn is already treated for these gaps.
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All in all, exceptional work.
It's cool to see different kinds of works out of you, even though it's clearly a bit rough around the edges as I think the commenters above have already noted. Thematically I think the idea of hiding in closets and destroying the mirrors works well with the narrative, but I think mechanically it needed some work. A lot of this boils down to platforming physics and level design I think. Right now the closet hiding feels more like an afterthought rather than something symbolic; I think part of that is how it's possible to simply jump over the enemies, etc. I can tell that the platformer physics use physics-based inertia which leads to the "slidy/floaty" feeling. Also, it is nice sometimes to offer the option of pressing "jump" using a different hand than the one controlling horizontal movement, as that splits the controls across two hands.
The level layouts I found relatively confusing too, though eventually I stumbled my way through. Some of this is due to the mirror mechanic complicating things, and some of this is due to most of the areas looking visually similar, so it's hard for me to see a stairway and know whether it's the same one I just saw 5 seconds ago or not. There is also no sort of map feature and when a "goal" location is shown, the camera pans extremely quickly, making it impossible to know which direction to travel in in order to reach the goal.
Narratively I felt like this game was less nuanced and complex than your other works (missed messages!!)-- ironically the narrative is much more linear and direct despite the level design being nonlinear. But perhaps this is understandable given that you needed to build a platformer at the same time.
Some of the small visual touches were nice, especially the eyeball motif!
Thanks for all your good points, I also feel like the narrative is rushed and not as strong :( Hopefully when I flesh this out further for a public release it'll be better :) I'll try to make things less confusing as well. Lol yeah you can jump over enemies... I'm definitely gonna rethink the mechanics in 2.0!
PS Im honored you commented, your work is very impressive :)
Too bad I didn't know this existed until after the jam! I noticed you have four gold trophies already, just go ahead and get another for creating this. 5/5! Expect to find a "you were mentioned..." notification in a day or so.
(Still shaken from the boss fight. This is probably the second-scariest thing I've ever played/watched. I spent 10-20 minutes on the boss fight, and that much time later I'm still on edge.)
