Crumbling Mind by NoeTheLazyDev
Crumbling Mind is a platformer in which the protagonist is emotionally unstable. They oscillate between anxiety and depression. Only their teddy bear is able to calm their mind. Will they be able to reach the hospital before it's too late?!
Ratings
| Overall | 225th | 3.932⭐ | 46🧑⚖️ |
| Fun | 588th | 3.557⭐ | 46🧑⚖️ |
| Innovation | 798th | 3.261⭐ | 46🧑⚖️ |
| Theme | 464th | 3.841⭐ | 46🧑⚖️ |
| Graphics | 254th | 4.196⭐ | 48🧑⚖️ |
| Audio | 176th | 3.92⭐ | 46🧑⚖️ |
| Humor | 825th | 2.78⭐ | 43🧑⚖️ |
| Mood | 213th | 3.955⭐ | 46🧑⚖️ |
| Given | 39🗳️ | 67🗨️ |
I like idea and graphics!
*edit: I managed to progress now, I just didn't try hard enough before.
And while I now get that teddy bears are checkpoints, in game I found it odd that they only helped your sanity once and never again.
Not sure about having so many "leaps of faith" in the game, and some of the jumps that were there seemed a bit too far (I understand it's a platformer). Some of those jumps I'm still not sure how I achieved (because I was depressed, and couldn't see half the screen anyway haha). The combination of these things led to some really...unfortunate deaths (and felt a bit unfair at times). However, the quick reload and checkpoints made up for any inconvenience, and I eventually made it to the end.
If only we could all get a few re-dos when our mental issues cause us to make mistakes, amirite? Your team did a great job!
Can we know when our character is going to be troubled?
Gameplay wise, there is room for more, but totally fair for a jam game. Maybe there could be more ways your unstableness interacts with the environment. Or it would be cool if it wasn't random which kind of attack you would get, and you could control this in some sense.
Overall, awesome experience.

I did try the usual `chmod +x` trick too but not luck. After a bit of googling I found this one being a known issue with Godot exports (which this seems to be) which worked!
```sh
sudo xattr -rd com.apple.quarantine ~/Downloads/Crumbling\ Mind.app
```
But yeah, nice game! Really smooth and good looking animations. Didn't quite like the turning animation here. That works in some games but didn't really seem to fit here. The character really controlled very nicely too which isn't a common thing in jam platformers. The jump felt good and the acceleration/speed was on point.

It kinda lacked in the audio department. The music was awesome and did a really good job at painting the desired (I guess) mood but could really have used some sound effects as well.
The main depression/anxiety mechanic seemed like a pretty pointless thing. Depression was a sure run killer unless you were already close enough to a teddy bear or already exactly knew the route forward. And anxiety on the other hand did pretty much nothing to hinder the play at all, maybe even making it more enjoyable. And of course it looked cool! 😎 I'm a sucker for nice full screen shader effects and really enjoy doing em myself too. One thing I really loved about Godot was the ease of adding those compared to Unity which I usually work with.
Gameplay wise it was littered with blind jumps (even more so with depression) and choose a path spots which pretty much never are fun to a player. Some better camera work and having it be a bit more zoomed out would have helped here. For example the camera could have actually looked a bit forward instead of pretty much the opposite how it now behaved as it was dragging behind the character so only about a third of the screen estate was used for "valuable information". There already seemed to be some limitations on the camera y-axis movement which was nice but could have done some more as there wasn't that much verticality and it was ofter more needed to see what would be under you.
Anyways, that's about all the critique I can come up with. Good job! 👍
**edit:** Oh yeah forgot, there were some points where the ground detection wasn't working quite right and it allowed kinda double jumping.

I don't know about your opinion on the core mechanics being pointless but I agree that depression is currently too strong, we plan on improving the visibility in the post jam version.
Anxiety makes you vulnerable to the orange juice, which triggers an panic attack if you stay close to it for too long (it's a private joke and with hindsight, it should of been another item).
All the mechanics need to be re-balanced and improved together with the level design.
I (as the coder) was planning to implement some kind of dynamic camera movement & zooming to counter-balance some of the leaps of faith. I unfortunately did not have the time.
For the double jump part, it isn't a ground detection problem. I just didn't place the hit-box's box correctly...
the background music was cool!
i tried several times to make a certain pretty difficult jump, but then i went pretty after the jump and unfortunately never ran into another teddy bear, then the screen blacked out from depression.
the depression mechanic was honestly a lot more anxiety inducing that anxiety itself (and honestly kinda frustrating) since it's essentially a death timer: if you don't make it to the next check point before the screen blacks out, it's all over.
maybe that's exactly what you were going for, but it doesn't feel very much like what depression feels like to me, and was just kinda frustrating to get lost and die to depression over and over.
Game play wise, it looked good but the environment felt like something that you should be exploring rather that trying to rush through as fast as you can. At first, I didn't get that it was a race against the clock.
Music was sinister and moody but a bit repetitive. Might have been nice to start with something pleasant or neutral sounding and then become more tense over time to foreshadow an imminent mental episode.