My inners are ours by AguaHervida
Play as two Siamese frogs that share their most vital organs. While one is alive the other becomes heavier and heavier. Change your inners to move quickly through predators and venture into the unknown.

Have fun with an extremely hard game for this LD jam (promess to make a full version of this!)
::How to play:: WASD / arrows to move K to change inners



| Youtube | https://aguahervida.itch.io/my-inners-are-ours |
| Original URL | https://ldjam.com/events/ludum-dare/46/my-inners-are-ours |
Ratings
| Overall | 1319th | 3.463⭐ | 42🧑⚖️ |
| Fun | 1251th | 3.305⭐ | 43🧑⚖️ |
| Innovation | 268th | 3.841⭐ | 43🧑⚖️ |
| Theme | 1929th | 3.275⭐ | 42🧑⚖️ |
| Graphics | 1221th | 3.634⭐ | 43🧑⚖️ |
| Humor | 989th | 3.053⭐ | 40🧑⚖️ |
| Mood | 1807th | 3.028⭐ | 38🧑⚖️ |
| Given | 41🗳️ | 49🗨️ |
All in all, I enjoyed playing it, great job!
Unfortunately, I couldn't get very far - Because I had to replay the tutorial every time I died, it meant that I couldn't get much practice at the sections killing me. :(
I also think just some simple sounds made in SFXR or LabChirp would have gone a long way. I wanted the creepy organ enemy things to make some weird squelchy noises!
Some checkpoints would have been nice though.
BUT fisrt, yup, I shuld add some checkpoints or a level system :'v
@team-on - tutorial is too long! or maybe is not, but because of the lack of checkpoints it feels really tedious u.u
@mykola - Thank you! Im really trying to improve my pixel art u.u Yas, I'll add some sounds to enhance the gaming experience :)
@nick-rasmussen - You are right! Adding that will help the player know when she or he can change the body, I also need something to make the player understand that the dead body is gaining weight :/
@blipbloop - it is a struggle :'v
@batswinger - animation is my passion D:< thanks :3
@philarmon - yeah its a shame the lack of music and effects u.u nest LDJam I'm gonna use my time more efficiently
@moolamu - Yay :D thanks :3
@cadstor - you luv me dont say that :v
@wheffle - Thanks! I work hard on them :'v really wanted to make a simple but roughy look
@afi-olya - I specially like the one they make when dying xD
@koolruz - I'm sorry, I know u.u players ca't practice being against any mosnters because of the lack of checkpoints or levels :/ The color is great, stole the idea from Downwell and used it here :)
@jakemchugh1 - heheh yeah, I should make that clear too, that or make the sausages feel the horrible pain too, although I believe this would make the game extra difficult, so I may leave it like that :P
@blushine - You got it, yeah, it's not necessary a lack of checkpoints, I like the idea of having levels more than the idea of having checkpoints. The lack of sound effects is a bummer but when added I know it will only make things better :) I too like the expressions were fun to make :D
@stephan-steinbach - I know!!! that is a really bad design xD I don't know how to make the player understand that in an easy and playable way, I have to think about it.
@zfert - Yes, welp, when the fish enemy comes(this one follows you), you should feel the necesity, the dead body gets heavier and heavier over time, so in order to run away you will change bodies, BUUUUUUUUUUUUT I don't make a really good job in teaching that mechanic :/ (and still don't know how I'm gonna teach it :'v)
@tyler-anders - Transitions always make the game better :v, and yas, I need to add something to fix the cruelty of the game with the player >:D
@youbestrong - You just wait! When the adventure jam is done I'm gonna work in this tittle to make it a complete game(that is mostly adding just audio and levels :v)
WOW that's a lot of people, thank you all for playing my game, I really want to make good things, if you have a "mean" commentary or a "really hard" critic please be welcome to say it , this will make me improve. I love you all now for taking a time of your life in playing the game and once again thanks for playing you guys are awesome.
Overall this one gives me mixed feelings. I like the idea you've gone with, but I'm not sold on the execution; it's a neat concept but it doesn't go anywhere. In general the switching mechanic is rarely needed and when it is, it's just for nuisances like navigating around spikes.
Also as others have stated, the lack of checkpoints make playing this a bit of a chore.
Neat little entry though!
Also the switching seem to have a timer/downtime, which made it less reactive that the level design wanted me to be, but overall it's well executed, and I adore that art style. Good work!