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Double Dream Prototype (NES)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3 | 4.067 | 4.067 |
Gameplay | #7 | 3.333 | 3.333 |
Overall Impression | #9 | 3.400 | 3.400 |
Art and Style | #9 | 3.667 | 3.667 |
Overall | #9 | 3.444 | 3.444 |
Sound | #14 | 3.200 | 3.200 |
Polish and Completeness | #15 | 3.000 | 3.000 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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This game may be used in a physical and digital multi-cart release and distributed by jam organizers as part of a digital archive (ZIP).
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Comments
This one will be fun to revisit, there’s a lot of interesting mechanics in the movement!
It took me a while, but I finally managed to reach the end. There's a steep learning curve for the controls, but they're really well designed. The wall dash ended up saving me in some parts where it would've taken longer the normal route. There's a lot of potential in this game, especially for speedrunning.
There was a small bug at the end with the last key. I went back a room and then forward again to the snow area, and the key respawned even though I was still holding it. Of course, it didn't matter in the end though.
There were moments where I got in to the flow of things and it felt great, I can really see what you're aiming for.
The one bit that slowed me down was the having to pick up and fling items, which felt a bit of a chore - but I could just be doing it wrong. I think maybe it felt more limited because unlike this huge movement set, it was conversely more limited what can be done in other games, where you can pick up and hold on to an item?
The great range of movement you've built would seem to me more of a natural fit if the challenge was traversal rather than trying to shepherd a key across a level, if you know what I mean. Like, hit a button in an obscure place on screen, which you need to use your gymnastics to reach.
I really enjoyed it and I look forward to seeing what comes next!
Feels like this has a lot of potential. Learning all the movement tricks was reminiscent to learning wall kicks and bomb jumps in super metroid for me (some of my favorite moments in gaming). Took a while to get into it but when movement flows, it REALLY flows. Level design was a bit too frustrating to keep at it 'til the end though. Really looking forward to future versions!!
I'm having some trouble with the controls, but it's still neat to explore. I think a video of the gameplay would help me figure out how to jump. The character animation might be the best of the compo.
Thank you, now I've updated the game page with animated images that demonstrate all the game's techniques being done in practice in addition to the input display and other tips.
This is incredible: you squeeze so many movement mechanics into one little package. I is a super dreamer and I had a great time collecting all the stars. I would have finished in half the time if I'd read the instructions in advance, but then I might only have had half the fun. Great variety of areas and puzzles, but the real stand out for me was the traversal mechanics, I felt a real sense of mastery as I learned them, and was having a blast just moving around the map.
Congratulations super dreamer and thank you, this was the best comment I've ever received, the idea of the game was that it would be fun to merely move around the scene, so that the player could constantly reinforce their skills and to be able to have more interesting challenges later, many things are planned for the final version, and I know you will like it.
This is so awesome this game literally saved my life
You're lucky, thanks to this game you can continue living.