Deeper Into The Mind by michaelyount
Deep into the mind you go! Face your biggest fears in the mind.

https://youtu.be/81z2pshiFa8
changelog 0.0.1 bug fix. no .dll
changelog 0.2.0 bug fix. no sound
changelog 0.3.0 bug fix no sprite compression correction
changelog 0.4.0 bug fix scene too bright to play, fix: remove rogue game manager in the start screen
changelog 0.5.0 bug fix pause button not allow the game to quit, no end screen quit option causing players to close manually.
changelog 0.6.0 bug fix causing unity to throw error in start screen, from the fmod manager/boss manager.
changelog 0.6.1: Minor bug fixes
no features were added in any bug fixes.
Team
Joshua
Egor: Itch.io
Grant: SoundCloud, Itch.io
Michael: ArtStation, Behance, Itch.io
PLEASE CONSIDER PLAYING THE PC VERSION, BECAUSE WEBGL CAUSES SOME BUGS, THAT ARE NOT PRESENT IN THE DOWNLOADABLE VERSION
| Link | https://michaelyount.itch.io/deeper-into-the-mind |
| Link | https://michaelyount.itch.io/deeper-into-the-mind |
| Original URL | https://ldjam.com/events/ludum-dare/48/deeper-into-the-mind |
Ratings
| Overall | 1307th | 3.288⭐ | 87🧑⚖️ |
| Fun | 1107th | 3.221⭐ | 88🧑⚖️ |
| Innovation | 1614th | 2.659⭐ | 87🧑⚖️ |
| Theme | 1620th | 2.947⭐ | 87🧑⚖️ |
| Graphics | 1133th | 3.483⭐ | 88🧑⚖️ |
| Audio | 672th | 3.483⭐ | 88🧑⚖️ |
| Humor | 1053th | 2.493⭐ | 75🧑⚖️ |
| Mood | 1112th | 3.347⭐ | 87🧑⚖️ |
| Given | 178🗳️ | 202🗨️ |
There's definitely some room to refine things. It seems like if you manage to get yourself killed you no longer take damage, which is the only really major problem I saw. The audio when hitting the second boss also seems a little harsh/loud to me, and you can see past the edge of the level which causes the bullet sprites to tile around out there, but it's mostly just very minor things like that.
Overall I think this was a lot of fun, I definitely would have liked to played more past what was there which is always a great sign!
The idea is cool, and some tiny details such as health indication would help make it cooler!
I was invincible. I couldn’t be killed even if I take damage intentionally. There were some hearts on the map but didn’t seem to change things.
It was fun, overall a good game, but check the invincibility if it was not on purpose :)
A bit more visual feedback like a health bar or something that would indicate if your hurting the enemies would be a nice addition.
Well done!
I enjoyed the game. I like the idea of fighting your personal demons, especially in bullet hell format. It was cool fighting in a sort of arena and moving forward/deeper. I wish there was more. I also found some of the audio to be a bit harsh.
Nice work!
It was also a little jarring when I died (?) and would spawn back in the center - some UI to indicate how much health I had would be a good addition.
It needs more feedback. I didn't know how much health I had. I think I died once, because I went back to the centre of the level. Also, I wasn't sure if I was doing anything to the enemies, since they didn't react at all.
Impressed that you implemented such varied enemy behaviours. That was neat, even if I suck at bullet hells...
That being said, I still enjoyed playing it, the art is really nice and the fights are well made!
I had trouble understanding if I was killing the enemy or they where just disappearing.
Other than that, nice work!
In the first level, the tentacle enemies were somewhat hard to discern from the background. But I guess that may be an artistic choice - to make them more menacing and harder to fight. In the second level, I'm still unsure what the laser beam of the boss was. It was unclear if it's just a targeting beam that will increase the boss' attack speed after you stay targeted for a while, or does the beam itself also damages you. At one point I thought it maybe does damage me, but I'm sill unsure :wink:
Some keybindings list would be nice. Move and main shoot button are obvious (well, still, might be not obvious to some?), but I was wondering if I am maybe missing some less obvious possibilities. Maybe I have a special attack that I don't know about and such. Anyway, a list of controls would be nice. Oh, and so would be some health bar. Not strictly necessary, but nice to have.
And pausing the game (hitting ESC to go to options screen) does not really pause the game :laughing: A tentacle happily kept attacking me while I was on a "pause" screen.
Gameplay itself felt totally fine. Movement was good, and I wasn't getting stuck on the environment pieces, which is appreciated. Aiming was also good. At no point did it feel frustrating or bad. Well made.
Some more feedback from the enemies that they are being hit would be nice (maybe some pronounced color modulation or something of that sort).
I didn't understand the purpose of the heart pickups, and I wasn't sure if I was taking damage or not.
I'm also not sure if I won the game or lost. The end screen just said Game Over so I don't know if I beat the second boss or I just died.
Otherwise, I think the mechanics have the potential to make for a cool game, just needs some more work.
A few problems, it wasn't easy to understand what to do. Should I hit the "tentacles"? Should I hit the "monsters"? There was no feedback knowing if my shots made any difference. Then at "level 2" (?) the monster suddenly disappeared and I was left alone. Then a screen saying "Restart / Quit" (or something like this, I don't remember)
Also, I started playing this on my MacBook w. FireFox. I didn't understand what to do or what buttons to use. I later figured out you had to have a mouse to play (trackpad didn't work well :smile: ). The controls were easy enough once you understood what controls were used. :sweat_smile:
Well made game, I have always wanted to do a bullet-hell-game and this caught the feel of it with the gfx and the music I think. :thumbsup:
My suggestions are related to having a bit more clarity, as in:
- Some visual and auditive feedback when you hit an enemy
- A healthbar of some sort for the player
- It was a bit too hard to see the tentacles in the first level
- Better hitboxes for the obstacles, at least the first level was a bit hard to maneuver
All in all, good job. Keep it up!