Deep Dreamers by Hinamarina
Deep Dreamers is a small and kinda cozy action platformer with retro early 16bit-era vibes. The player is a heroine trying to save a girl from the perpetual sleep, fighting nightmares in the deep cave of her mind.
Is my first take into a more action-platform game :) All the art, music, sound effects etc were made by me
I highly recommend to play it on ITCH.IO for fullscreen size view
* If you experience some perfomance issue, try out the downloadable build versions *
Controls -----------------------------------------------
- Move: Arrow Keys
- Jump: Space
- Shoot: D
- Carry/Drop the girl: S
Drop from a platform: Down + Jump
Advance text on cutscene: Space
GAMEPAD is fully supported
To shoot you need to not be holding the girl.
Tools:
- Godot 4.4
- Aseprite
- Reaper
- Sourcetree + Github
- Audacity
- ChipTone
Version 1.1:----------------------------------------------
Fixed bugs: * Body falling after teleport * CRT filter not displaying on cutscenes * Stucked out of screen after death * Brown Nightmare collision shape size * Girl falling over when drop in a wall * 4:3 aspect ratio not updated
Version 1.11:---------------------------------------------
Fixed bugs: * Player duplicated if girl and player died separately * Jump SoundFX Playing twice
Version 1.13:--------------------------------------------
Several Changes in the JumpState and State Machine to handle the jump bugs
| Link | https://github.com/HinaMarina/LD57 |
| ITCH.IO | https://hinamarina.itch.io/deep-dreamers |
| Original URL | https://ldjam.com/events/ludum-dare/57/deep-dreamers |
Ratings
| Overall | 312th | 3.711⭐ | 47🧑⚖️ |
| Fun | 419th | 3.411⭐ | 47🧑⚖️ |
| Innovation | 586th | 3.034⭐ | 46🧑⚖️ |
| Theme | 640th | 3.289⭐ | 47🧑⚖️ |
| Graphics | 190th | 4.156⭐ | 47🧑⚖️ |
| Audio | 160th | 3.815⭐ | 48🧑⚖️ |
| Humor | 584th | 2.419⭐ | 39🧑⚖️ |
| Mood | 290th | 3.811⭐ | 47🧑⚖️ |
| Given | 39🗳️ | 67🗨️ |
* I found the mapping with S and D a bit unintuitive. Maybe moving jump to arrow up and shoot to space would be a bit more natural
* Every now and then when pressing space I just saw a one frame jumping animation, but the jump didn't get executed
* Because of the animation I feel like it takes too much time from pressing D until the actual shoot. If feels a bit clunky to be
Also I think some levels could have been split into two to have more checkpoint. But still the aesthetics make this enjoyable to play until the end!
The game kinda encourages you to clean the level yourself, then carry the girl from the start to the end: safer but slower.
@Dandee Thank you! :) I'm really happy you liked it.
@ntmalichi I run some troubleshooting since this was not happening here at all, and I think this is just happening in the html5 version, specially if you use wireless keyboard/gamepad. Not sure the reason, but i think is related to performance. So I just uploaded a windows build and there it should be fine :( I hope you can give it one more chance! Thank you a lot for trying it out and letting me know about this issue!!
@sonnybone your comment really made my day! :) You cited two of my favorite games of all time, thank you so much! :)
@nuelijarma Thats for sure one way of playing it XD. Tbh I myself sometime feel this desire of just letting her be safe. Thank you for playing it! :)
The art style was really cute too !
Also thanks so much for you all too @chloew @papaye-dodue @kamile-v @tomas88a <3 :) Really happy you liked it!
There is actually a bug I found after playing around a bit involving jumping and shooting, but I'll take as a feature since it somewhat fits the asthetics :smile:
@kartoffel-licht you mean the infinite jumping exploit using the shooting state? haha I was excited to see if someone would find out about this one XD Its totally a feature! Really happy that someone found it! :) thanks a lot for playing it!
Also thank you so much for playing for you all @verttixpertti @fernofai @cluster7ck @is-a-hatbox <3 super happy you liked it! thanks a lot.
Overall, really really well done!
Either way, good one!
Great work though, I'm always impressed playing such well-rounded game jam games. :)
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huge thanks for everybody that is playing and giving feedback! I'm reading each one of them, is a pleasure to have you all playing my lil game ;-;! Thank you!
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@very-dark-lord The idea was quite that! I think the effect is close to a sin() since it fixates a period to loop throught the animator and I just change the amplitude to affect the velocity. Thanks a lot for playing! :)
Could use some more depth on the girl carrying mechanics. Currently it just makes you pass the level first without the girl and clear enemies, then go back, pick her and pass the level properly.
Hmm... Maybe it could work this way.
1. There is a one tall ("deep") level of "dreamscape" with three girls on various depths you have to save.
2. Each girl have different "dream", altering the level in different way. Some extra traps here, different enemy there, etc.
3. When you carry a girl you are in her dream and you see her version of the level. Also, you yourself is different - in one dream you are a knight with sword, in another a mage etc.
4. This would probably out of scope of something can be done in 2/3 days, but there may be more levels, with you having to switch between the carried girls to save them all.
The animation of the portal when you pass through it is very nice.
The controls felt good and the shooting mechanic worked fine.
As @baturinsky mentioned the game is not using the full potential of the carrying mechanics, because I also feel that it is always "walking without the girl to clear the path" and then "walking with the girl".
Apart from that I really like this little plattformer. Good job.
I had planned to integrate a lil' more the idea of carrying her around, but didn't got to put it on the final cut because of time constraints. Right now I let it be just more about the flow, but for sure is a concept with much more potential than I got to explore within the Jam interval.
Thanks a lot for the feedback! I liked all the suggested ideas and some of them are already on paper for a possible post jam version! :)
The pixel art is lovely and there's so much love in these characters. They tell their own story just by their design.
The music is soothing, yet there's a sence of dread with a glimse of hope that you will succeed at your task.
Picking up the "Deep Dreamers" and being able to put them down again is really a fun and unique idea, you have to think twice before making a step further.
What I noticed is some minor sound cutoff in the walking sound effect (happenes when an audio stream is cut off)
Then some checkpoints could make this game abit less frustrating when dying just before the end.
But thats mostly it ^^
The asthetic and eveything are quite smooth, so props to you.
Awesome job!
There's a small bug where if you jump and mid-air press D then it shoots and then you can jump again, but I actually enjoyed abusing it XD
About the infinite jump exploit, I am aware of this one since an early playtest, but I also enjoyed so much to explore it that I decided to let it be XD I was wondering if someone would find it eventually, you're the second to comment about it and it actually made me really happy! Thank you very much :)
@oadt Thank you so much for trying it out! I'm so relieved that this one got fixed! :) Really thank you!
@jona-scheidig your comment made my day, thank you so much! I'm super happy that you liked the idea! I'll take a look into the soundfx one later :) Thanks a lot for the feedback, for the kind words, and for having played my lil' game! :)
Other than that I haven't encountered any issues. I wish the player controls were slightly more fluid, but for a first time action-platform game (If I understood the description correctly) it wasn't really bad.
The backgrounds and tileset could be more attractive but the main heroine and the little girl that you're rescuing sprites are really pretty. Given that you've made all the code, graphics and music it's an amazing job and you can be proud of Yourself!
Great work for a first game in the genre!
It says a lot that I actively chose not to fight enemies, I'm impatient and mash fire at everything that even looks at me funny. Here however, I loved playing this pacifist style? The attack feels on the slow side and doesn't have a long range, but I don't feel that deters anything. In fact, I felt that the way the attack works and the general vibe of the game really encouraged living and letting live.
The gentle music, vibrant colors and CRT filter brought me back to listening to music playing Commander Keen. Warm and full of heart. :heart: Def a highlight of what I've played for LD :smile: