Comatoast by crow_seeds
Who could've known that smelling burnt toast when you're having a stroke means your metaphysical toaster's broken? Travel deeper and deeper into your own subconscious until you reach the prized toaster at the center and wake yourself up from your coma. Look out for the manifestations guarding your mind, though- one wrong move, and you're toast!
Made over the weekend with some non-programmer friends. We spent our entire budget on the horse sprite. First time making a 2D platformer. All audio, visual, and programming elements (Except the Comic Sans font in the intro) created by us.
Credits: * Khoi (@crow-seeds) - Programming, Room Design * @la-bread - Music, Tile/Background/Character Art, Replacement Horse * Jay - Enemy Art, Horse Voice, Tile/Background Art * @mooobster - Various Screams and Sniffs, Character Art * Raghu - "Narrator", Tile Art * Max - Item Art * Trevor - Tile Art * Faaiz - Legal Consultant


(Update 4/27/2021) Fixed a couple of bugs in version 1.0.1. These include: * Fixed items not working as intended (Balloon, Vegemite, Eggs) * Fixed bug where the horse's discussion about the human condition doesn't trigger * Fixed bug where certain rooms don't appear * Adjusted the layout of certain levels to prevent spawn killing * Slightly altered levels to eliminate difficulty spikes * Fixed sound effects system not working as intended * Fixed room generation bugs caused by going out of bounds
(Update 4/29/2021) Another update with some slight changes. The game is also now available on itch.io to play in browser! * Fixed room skips * Alternate ending where you kill Chester * Made it so you can't hurt enemies through walls * Syringe now has sound effects
(Update 4/30/2021) Last update, I swear! * Enemies now don't do damage when in their dying animation * Rooms now load if your computer's language is something other than English * Fixed bug where Chester continues to talk even though you've left his room * Fixed bug where you can climb up walls by spamming the jump button * After clearing a room of enemies, enemies won't spawn again in that room * Game now properly letterboxes when playing at an aspect ratio that is not 16:9 * Knife damages enemies on stay in addition to hitbox enter * Fixed hitbox of breakable blocks * Altered a room in Level 3 that softlocked the game in certain situations
(Update 5/1/2021) ffs * Syringes now cause damage * Fixed Chester's voice getting cut off when you kill him
Ratings
| Overall | 860th | 3.547⭐ | 34🧑⚖️ |
| Fun | 460th | 3.656⭐ | 34🧑⚖️ |
| Innovation | 866th | 3.258⭐ | 35🧑⚖️ |
| Theme | 1410th | 3.226⭐ | 33🧑⚖️ |
| Graphics | 1032th | 3.588⭐ | 36🧑⚖️ |
| Audio | 800th | 3.339⭐ | 33🧑⚖️ |
| Humor | 64th | 4.172⭐ | 34🧑⚖️ |
| Mood | 1232th | 3.258⭐ | 35🧑⚖️ |
| Given | 40🗳️ | 56🗨️ |
I had a lot of fun playing this, although since the later stages are so difficult, it would have been nice if there was more variety in the early dialogue. I feel like I will be hearing some of those jokes in my dreams tonight due to how many times I heard them.
The horse sprite looks great.
This game is the Super Mario 64 of 2D Platformers. Comatoast is SO, so much more than the sum of its parts.
Where do I begin? This is the best game I have ever played. Please play before reading further.
The one-liners that play throughout are just as densely packed and enjoyable as Gex, but they are self-contained, and therefore require no pop-culture knowledge and they will not age as poorly. The platforming in this game is absolutely stellar. If you watch videos or see screenshots, you might say "This is a BABY game" but it is NOT. Right from the get-go, the levels are out to get you. But where some games are "cheaply" difficult, relying on invisible blocks and abruptly jerking spikes, *Comatoast* lays it all out in front of you. The obstacles are right there, you have plenty of time to plan out your movements and your path, but executing is another beast entirely.
The way you approach enemies is seamlessly sewn into this landscape. The rooms don't feel like bare platforms with enemy stickers randomly scattered about. Each enemy is painstakingly drawn, attacking in patterns that you must learn and integrate to inform your movement. The soundtrack absolutely nailed it, there is a palpable difference between the dreamy earlier stages and the nightmarish later stages where platforms pixelate and disappear, subverting the expectations of level design and mechanics that the player builds over the first two levels. This is remarkable, in a game that lasts only 5 minutes, there are two strikingly different aesthetics but both are a joy to play.
I only have one complaint: Why are there not 10 of these?
Here's the screenshot.

STROKE OF LUCK i will never get this joke out of my head.
Good game, too bad I couldn't leave the horse room every time I got into it, because... where do I begin.. the sprite was just mesmerizing, you know.
I was really impressed by how many rooms there were, it made it fun to retry and see what would happen. Might come back to it, and try to finally beat those damned to-do lists.
The horse was, of course, wonderful.
I'll never get out of my head the "maybe I should stop complaining about my stroke, there are starving children in the world", and the "stroke of luck". This is both a blessing and a curse.
Thank you for this scintillating, slightly burnt gift you bestowed unto this sinful world.
Big round of applause for you, I'm going to remember this one for sure!!!!
The best, for me, in the whole game is the bread with bone. It never crossed my mind that loaf of bread had bone.
Congratulations!
:)