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A jam submission

Monospaced LoversView game page

An exploration-driven platformer about closeness and distance
Submitted by Scarlet String Studios (@scarlet_string) — 2 days, 17 hours before the deadline
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Monospaced Lovers's itch.io page

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Comments

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HOLY SHIT THE COLORS MAN. IT IS JUST LIKE MY OTHER GAMES FROM RETARDESDAERA.

HOLY SHIT IT IS SO GOOD WITHOUT EVEN PLAYING IT

(1 edit)

Feels really well made and polished. Steam release when?

Nitpicking:

  • The range for the prompt to talk to NPCs is too narrow. Making it so you don't have to face the NPCs would feel better.
  • You should soften up the edges of your tiles with grass and flowers. The hard edges clash with the rest of the hand-drawn artstyle (which is great by the way).
  • Something should happen if you stand in the fire.
  • It says down arrow + X to fall down but you have to do down + C.
  • Running is obsolete when you can spam dash to go faster.
  • I got stuck pretty quickly because I couldn't find a bomb to destroy the big block on the left, couldn't make the slime move on the right and the cave on the right doesn't seem explorable (can't fit through the opening to go left, can't destroy the ground to go below)
Developer

Thanks! Aiming for end of year release right now; the game's been around for a while so I'm glad if it finally feels polished and relatively less buggy. Might do a limited early access release on itch/discord to help playtest the content after ch1.

These are good points and I can address most, but I still haven't decided how to prevent the dash spam.  There used to be a cooldown where you couldn't dash again for 0.1 secs after ground dashing, but it felt slow and sticky, idk.

Re: getting stuck, you're right, I changed some stuff and accidentally made that part less obvious than it used to be. You can actually dash horizontally through the gray platform things, so it's possible to enter the cave near the Bloodthirsty Slime and travel all the way left. I'll rearrange it to make it more obvious because you're not "supposed" to get stuck there.

Developer

Oh, one question

>You should soften up the edges of your tiles with grass and flowers

Do you mean the top edge, or the sides, or both? The sides are tricky because the wall slide has to look natural, but the top might be doable. If the grass is on a sorting layer in front of the characters, then it can probably be softer on top, and it won't look like the characters are standing on thin air.

Submitted

10/10 game

Submitted

First off it takes a while to load and uses a bunch of disk and cpu for it and I don't see why it would take this long to a main menu

no wasd controls

Controls are garbage, c and x for jumping and dashing?

After playing a bit it's ok but it is not for me.

Developer

You can rebind the controls in the phone menu if that helps.

I always get different feedback on what the default PC keybinds should be. For a platformer, if WASD is move, where would you personally put the action buttons (jump, dash, pick up item)?

Submitted

Jump -> spacebar

Pick Up Item -> Q

Dash -> E

Developer

Okay thanks. I feel like it would be difficult to move and dash with the same hand, but I dunno, it depends on what you're used to. I always play these games with controller so I find it hard to use my own judgment here.

I just booted up Celeste to check, and it also uses Z, X, and C as the primary buttons, so I'll probably leave the defaults as-is unless a lot of people request another specific setup.