Through Dimensions by potatolain

Through Dimensions is a new action/puzzle game for the Nintendo NES. (Yes, really!)
One day, while tending to your garden, you notice an odd cloud, hovering near the ground. "What's this?" you ponder, unaware that this cloud might just change your life.
Travel deeper and deeper (:wink:) through various dimensions in an attempt to get back home.
Don't forget to collect the gems as you go. Rumor has it you can buy your way back to reality!
This is not a deep emotional game like my last Ludum Dare. After the way 2020 and 2021 went, I needed a real escape. A weekend of carefree game creation seemed like the perfect ticket.
There's no underlying theme or anything- this is just a self-indulgent fun project. I had fun making this, and I hope you'll have as much fun playing!
A note on playing the game in your browser
The web-based emulator isn't that good. It has a bit of trouble with choppy sound, and other minor issues.
If you know how, please download the ROM and play it on an NES emulator, such as Mesen or FCEUX.
Controls
A Button (Z): Interact
Directional Pad (Arrow Keys): Move
Start (Enter): Pause
Changelog
Initial Release (#51)
- Game release :)
Bugfix Release 1 (#54)
- Fix a map bug that could lock the game if you get stuck in a tree
Bugfix Release 2 (#55)
- Fix another map bug similar to above, that would happen if you went up at the wrong spot.
Tools
This was built using nes-starter-kit - an open source game building toolkit for the NES! I maintain it actively, so please give it a shot.
Other tools used:
NES Space Checker (nessc) by Shiru
Famitracker by jsr
2BitCharacterGenerator By 0x72
Screenshots



Contact
Past the close of the competition I probably won’t be checking comments on this page much. However, feel free to reach out to me on Twitter about it! If I do anything with this in the future I’ll be sure to share there too. Thanks for stopping by.
Development Time Lapse
I did a time lapse video of my development process (just the emulator) if that's your kind of thing. Check it out
Does it really work on the NES?
As usual, yep!

Ratings
| Overall | 39th | 4.143⭐ | 37🧑⚖️ |
| Fun | 82th | 3.957⭐ | 37🧑⚖️ |
| Innovation | 121th | 3.886⭐ | 37🧑⚖️ |
| Theme | 585th | 3.364⭐ | 35🧑⚖️ |
| Graphics | 152th | 3.971⭐ | 37🧑⚖️ |
| Audio | 137th | 3.757⭐ | 37🧑⚖️ |
| Humor | 233th | 3.034⭐ | 31🧑⚖️ |
| Mood | 95th | 3.929⭐ | 37🧑⚖️ |
| Given | 30🗳️ | 40🗨️ |
Great Job
As for the tree thing, that stinks! I'm glad you were able to enjoy the game anyway. I did find a spot where that could happen and force you to restart - I just published a bugfix.
(ps: If anyone else encounters something like this, screenshots are super helpful!)
Definitely a cool project :D Reminded me about playing The Adventures of Lolo as a kid ^^
Unfortunately my session was cut short when I transitioned into a new frame and got stuck to a rock that was on the edge, but I definitely enjoyed myself up until that point ^^

The only points of feedback are that at first I did not notice I was standing on one of those teleport places when I pressed Z, so I was confused for a while how I should swap layers. (The teleport spots also dont stand out so much.) Secondly, I did not realize you could walk out of the screen, but I did it by accident after a while.
Great job! Really enjoyed playing your game!
First off, I'm sorry so many people hit the bug with getting stuck in trees and rocks. I've just published another new build that fixes the spot I think most people are referring to. The screenshots were hugely helpful in identifying the problem spot! Thank you both @bassguitarbill and @assertfailure for those.
@bassguitarbill A restart option is a fantastic idea, and I've done that in the past. I can't believe I let that slip through the cracks here. If people keep reporting getting stuck I may add it, but I'm struggling with whether I can get away with calling that a bugfix.
Someone commented on the music needing work, and I have to agree. Music's always been one of my weaker spots, and I've gotten out of practice lately. It would have helped if the music keep its position when transitioning between zones, but the engine doesn't support that and I couldn't hack it together in time.
Thanks again for all of the feedback everyone!
A couple critiques: it would be nice if the dimension-shifting sparkles stood out more starkly against the background terrain. Sometimes it was kinda difficult to find them.
I didn't like the sections where there were agility/timing puzzles coupled with multiple areas, because I'm clumsy and would die and have to redo a large chunk of gameplay.
It's obvious you put a lot of energy and love into this, and I enjoyed it!
I for one think the music and the little variations between the different layers is pretty cool, and being totally incompetent when it comes to making music, I thinl you did a great job making something relatively decent on the NES.
I also liked the character sprites, they were pretty cute. The BG tiles need a bit of work however.
Couple nitpicks though: For one, some of the tiles are hard to discern whether or not they're solid, so I often found myself trying to go somewhere that was solid.
Secondly, there were a few minor glitches, such as jerky character movement and a frame of garbled screen (Gotta be careful with nametables when scrolling ;) ) - But that is understandable in a 48 hour game.
Finally, as someone else pointed out, I didn't really see the theme until the very end with the creepier layers - it looked more like a parralel dimension thingy rather than going deeper and deeper.
Either way, a stellar submission (And I wouldn't be surprised if you got a better score than myself this time, we gotta compare our scores like we did in LD44 haha)
The tiles definitely need some help around what's solid- that's feedback I've seen a few times now. Honestly I was thinking about that a lot in the final hours of making the game, but other things ended up taking priority. (Making the levels reward you for using mechanics was a huge struggle up to the last minute...)
The enemy movement is a bug with nes-starter-kit. I need to figure out how to handle enemy AI better, but I've never really spent the time.
About scores, I dunno, your game is some fierce competition. I'm pretty sure you one-upped your previous entry, and that fared extremely well. I'll be excited to see what the scores say!
I think the obvious first "wow" factor of this game is that it runs on actual NES hardware. You see a lot of LD entries that aim for an "old school style", but you really went the extra mile on making that happen, didn't ya? :D What's more, the game not only runs on the NES hardware, but also feels like something that could have easily come out in the NES era as well. The simple design, the choppy Megaman style screen scrolling, the repetitive chiptune music - it's all as if it came straight out of an NES game designer's rule book. Basically, it really shows that you love this hardware and are very keenly aware of it and how to make something that is not only _on_ the NES, but something that is _for_ the NES.
I enjoyed the game in general, but I do agree with some people here that said that discerning what is solid and what is not was rather difficult. I think this is an issue that also could have easily been in an actual title released back in the day, so in a way it is authentic to the era, however, that doesn't make it suddenly not a problem. It resulted in me quite often flipping a little mindlessly between worlds because I couldn't really easily commit the changes in layout to memory, due to those changes not being visually distinct enough.
Another point: although I like the music, I do feel it gets a bit repetitive and while it is a nice touch to have different music for the different versions, I would suggest to keep it the same tempo throughout, but simply change instrumentation or mood. This is hard, I know, especially with the limited sound waves and channels you can work with on the NES, but as it is, it's a little jarring to switch rapidly between worlds and get totally different tempos and energy levels in the music.
Finally, the death screen is a bit too slow for my liking, especially considering how quickly some of the enemies move sometimes. It is easy to die, so I'd like to be able to quickly get back into it to offset the speed at which my character denigrates out of existence sometimes. I think this balance is something we've picked up as good game design practice over the decades though, so if you want to be technical, this is probably how an 80's NES game would do things :D
Overall, I love your commitment to the NES on all levels. It has made for a great entry! Although this commitment has of course come with a few of the NES' less desirable aspects as well. However, it is easy to overlook them in an otherwise good game. Lovely work!
I actually really wanted to do what you described with music, but I couldn't get the music engine I use to cooperate. It doesn't support resuming a song in the middle officially, nor changing out instruments without some serious low-level hacking. (With a more flexible timeframe, this would of course become possible!) I had the tempos aligned when I tried this, but I opted to change them up to try to make it feel more different. It seems like this didn't work, but hey, this is always a learning process.
The death screen feedback definitely hits, as that's usually feedback I have for any harder game I try. I'll keep that in mind going forward.
Thanks again for the detailed feedback - I really appreciate comments like this.
I was really impressed by your LD44-entry [Depths](https://ldjam.com/events/ludum-dare/44/depths) two years ago, but I don't think I dropped by to comment back then.
I've actually played all your other entries too, and kinda been waiting every LD since whether there will be another little NES-homebrew game to try out :nerd:
---
I don't know if I have much else to say about the game that hasn't already been said here. While it wasn't necessarily your strongest effort, I really enjoyed it!

By now you apparently already know about this problem, but I also got stuck in this particular spot :smile:
I used save-states on my second run, just in case!

Apparently I missed one gem. I didn't start a third session today, but I'm quite sure I'll return to hunt the final gem at some point!
---
But yeah, keep up doing the stuff you do. NES-homebrew scene is something I enjoy delving into from time to time.
I'll be sure to check out whatever you happen to craft in the future too!
If you're interested, there are actually a few NES games entered into the jam this time. Here's a list: https://ldjam.com/tags/platform/nintendo-famicom . I played both finished games and quite liked them.
Thank you the feedback and support.
I am really liking this game... I have not finished it yet! But I love the little puzzles, the music and the graphics... And that it is actually a real NES game!
By the way I tried it on my Odroid Go and it works flawlessly there, here is a picture!

Great Job!
https://www.youtube.com/watch?v=Va19po3nohI
Great level design, and seriously great work for making a NES game in 48 hours. Ciao!
The dedicated feedback that games get in Ludum Dare really make the event for me. People really care about helping others improve, and it shows.
It's been a fun event. Thank you all one more time for the great feedback, the bug reports, the ideas, the picture of it on a console, and even the TAS video!