NightmESCHER by Rodrigo Denúbila

To escape a nightmare, you just have to wake up, don't you?
But, what if you wake up in another nightmare?
https://youtu.be/1stSmk6DPp8





Instructions:
- Click anywhere to move or interact with items.
- Your current objective is in the upper left corner of the screen.
Ratings
| Overall | 198th | 3.615⭐ | 54🧑⚖️ |
| Fun | 331th | 3.231⭐ | 54🧑⚖️ |
| Innovation | 136th | 3.712⭐ | 54🧑⚖️ |
| Theme | 224th | 3.798⭐ | 54🧑⚖️ |
| Graphics | 64th | 4.125⭐ | 54🧑⚖️ |
| Humor | 154th | 3.117⭐ | 49🧑⚖️ |
| Mood | 146th | 3.558⭐ | 54🧑⚖️ |
| Given | 19🗳️ | 17🗨️ |
However I got stuck inside the doors sometimes.
Hi @axeltherabbit thanks a lot!
Thanks @mutuware Yes, the game needs more polishment, but unfortunately I didn't had time to do this.
Thanks @thedarkmagi It's a really nice concept indeed! Initially I was planning to add more bendings, but I had to reduce my scope to finish the game in time.
Hi @bereg, thanks! Initially I was planning to add more differences through the level, but I didn't had time.
Thanks @fonics Unfortunately I didn't had time to work on audio, and the game miss it a lot. I'll try to save more time to this next time.
Hey @ghuyajil thanks! I think if we became stuck in a loop, it will be repetitive... hehe... Actually I was planning to add more differences through the level, but I didn't had time. I wish I could worked in the audio too.
EDIT: I did really enjoy the game overall, though
I had some trouble getting through the doors until I figured out I just need to click on the wall inside the door.
I think the levels would have been more interesting if the doors and levers allowed for different area of the level to be accessed; as it is the first level takes you on a tour of every area, so the later levels end up feeling the same. If the shortest path for the first level only went to a small portion of it the later levels could have been more interesting?
Otherwise it feels nicely polished; the isometric style and flat colours give it a distinctive look; good work!
Hi guys, sorry for the late reply, I was off-line this days. Thanks a lot for the comments and criticism.
As some of you suggested, the game really missed sound, I hope the next LD I can implement this in time.
@esphoros and @annie-owl, my initial idea was what you suggest, but I didn't manage this in time.
@eugenik Actually didn't take so much time. I recorded a timelapse, take a look below.
@tero-pulkkinen I did use Unity, I don't know why the logo didn't show in the beginning. If you had time, take a look at the timelapse below.
@moritz-jaeger there are a zoom out function in the game, just click on the icon on the left top corner on the screen.
@wilko Thanks! I decided to add the zoom out functionality at the end, so I just reused a method I already have.
@tjm excellent ideas, If I work more in this game I'll implement then. Thank you!
https://www.youtube.com/watch?v=DjAMa40GjLw
However I think it's a shame that you have to do the same pattern, the same sequence all the time to finish the level whatever it is.
If you're doing an upgrade, maybe a quick way to do variation without having to produce more assets (and use the work already produced wisely), would be:
- to change the teleport links between doors,
- and the location of the levers,
=> to add more and more complexity in term of reflection, at least that's what I was expecting after completing a loop.
While I was playing, in my head I was imagining something very childish like chimes, toys, with loop effects a bit glitchy that sometimes go forwards and sometimes backwards, etc. (a bit worrying because the subjects make me uncomfortable, this kind of dream almost a nightmare, but still quite sweet) I had a whole sound universe in my head ^^ I think it's your graphics that inspired me in this sense ...
Thanks for this nice little game! :D
A small indicator telling me where my sleeper is going could have been cool as it sometimes was a bit difficult to understand :)