Dream of the Glowing Umbrella by ristoretto

Descriptions
A peculiar dream of jumping on rooftops trying to catch butterflies with a glowing umbrella...
There's generated levels, and when you fall down there's multiple levels bellow that you play instead of restarting.
Controls - Move - WASD - Jump & Umbrella - Space
Tools - Game engine - Construct 2 - Sound effects - sfxr - Ambience - Sunvox - Pixel art - Aseprite
Ratings
| Overall | 627th | 3.2⭐ | 27🧑⚖️ |
| Fun | 561th | 3.154⭐ | 28🧑⚖️ |
| Innovation | 540th | 3.06⭐ | 27🧑⚖️ |
| Theme | 755th | 2.962⭐ | 28🧑⚖️ |
| Graphics | 262th | 3.731⭐ | 28🧑⚖️ |
| Audio | 372th | 3.288⭐ | 28🧑⚖️ |
| Humor | 465th | 2.417⭐ | 26🧑⚖️ |
| Mood | 401th | 3.34⭐ | 27🧑⚖️ |
| Given | 21🗳️ | 29🗨️ |
I did find a small bug where you can moon jump by mashing the jump button in mid air
@progdam Thanks, when does it happen? could be something with delta time.
Graphics: Great pixel art, and from the introduction to ending the aesthetic is cohesive and clean.
Game mechanics: My gripe with platformers often stem from them being too slow or kinda clunky to get into. The pacing here is excellent. Controls feel tight and the umbrella float feature is nice. Hitting several bubbles in a row is pretty fun.
Compo overview: I think overall, the goal was hit here for the game. A simple but enjoyable platform/collector. Theres quite a bit of depth to the level. I guess the only thing I could think of is perhaps adding a UI to show how much stuff is left to collect/collected so far before reaching the end. Otherwise,
I think you did a fantastic job with this game.
Simple idea with a nice artstyle ! Movement is a bit fast, but I'm not that well versed in platformers (and I was playing on a non qwerty keyboard, making it extra fiddly).
Not sure what the "I've slept XX% of the night" means, I got 88%.
Level generation works well, and I like the number of different platforms you created.
@PookiPoot thank you for the detailed feedback! I was thinking about the completion / UI, it's a little messy because of how the level generates. There's collectables on different parts of the level the player can't access all in the same playthrough. I will consider if there's some way to change the formate for the post jam version. Thanks :)
@TheGreenWorm non qwerty keyboard: XD. I planned to add alternative controls, but ran out of time, didn't think of that situation, it would have been pretty easy to add just the arrow keys.

The goal of the game is a bit unclear to me. There's definitely some enjoyment in exploring what the random generator will throw at me, and the part of falling into other maps is pretty cool too, but I wish there was a more obvious mission.
@pohko Yeah, I also like the idea of dreaming and level generation. I was thinking if there was a way to have some progress carry over between playthoroughs, might add something in a post jam version.
@dpmzi yeah, the mechanical goal is to exit the dream has high as possible, which give you 100%. but there's no thematic tied to it, or explained while playing. I will look into it for the post jam version, thanks!
The soundtrack and the atmosphere do help give that feeling of a **whimsical experience**.
Props for the **random map generation**, I'm sure it must have been quite a headache to implement.
:x: The character **moves way too fast**, at least for me. And the camera movement doesn't help much either :( It's like it makes sudden movements changing the perspective of the player on screen, making it really hard for me to follow its movement.
I'm not sure if it's supposed to happen, but sometimes you can just jump endlessly upwards, and other times you can't :shrug:. When you're up against a wall you can always do that, and sometimes on mid-air as well.
When I died the game said I slept "21% through the dream", does that mean the butterflies are limited, and there is an end to the game? If so, I think it could be a good idea to mark with an arrow were they are or something, I kept getting lost all the time :cry:
The character moves way too fast: Can you compare your experience to this video: https://youtu.be/AfRQTiTXTcY. I just want to know if the game is running faster on your set up. It's just about right for me, but I can also see that some players have a different preference.
The camera can move a little fast when you move outside of the screen, ~~but that shouldn't happen too
often...~~ Edit: It cause a wobbly effect if delta time was too high (aka jumped back and forth without stopping in the middle), it's fixed in the post jam version, thanks :)
Wall jump is intentional :) the other is a bug when you first fall outside of the screen and trigger the umbrella, and jump rapidly.
The percentage is a extra goal, it's made implicit so it's more if you play the game multiple times. It's based on how high in the level you exit the dream, higher -> higher percentage. It's not useful to know while in a run, because the level is made so you can't jump upwards, unless you're moon jumping.
Thanks :)
As others have said, I was a bit bothered by the game speed (it matched what's on your video for me, so I guess it's intentional), to me it felt detrimental to the dreaminess. Sound effects didn't do much for it as well, but maybe that's just me not liking sfxr.
All in all, a good entry!
Ok, nice that there's no speed difference. I will have to watch some playtest of the game to see how others play it.
Sound effects: Yeah I might try to make sound effects in the same program I used for music next time.
Thanks :)
Just uploaded a post jam version, here's the patch notes:
- Fixed delta time camera bug.
- Fixed infinite umbrella jumping bug.
- Moved the camera from the center to the right side of the screen so you can see further ahead.
- Fixed a bug when the roof tiles show the top tile also on the second row.