I am running Windows 11, yes
Althar93
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Thanks for playing and we completely agree with both of your suggestions.
The whiteboxed level was initially larger, when we weren't quite sure where we were going with the story and we did have to massively cut it down by the end of the jam as we were narrowing down on the plot & also having to descope other gameplay/story elements.
As you wrote, with such a large level, we did shoot ourselves in the foot a bit in terms of playtesting ; the less confined your game is, the longer it is going to take to thorougly playtest and we did eventually run out of time.
Thanks! I'll have to setup a small GitHub project to share it, but the generally speaking, the dither shader is inspired by https://sambigos.itch.io/godot-dither-shader with a few personal touches.
Amazing art style & sound track / effects. The game feels very immersive & atmospheric, which is not an easy task with minimalistic/1-bit graphics, so kudos!
My favourite touch is the shaky cursor as the player gets colder!
I survived a few days & got a sense of what needed gathering but unfortunately on the third day I could not make it back to the house, even though my player's coordinates matched with that of the house.
Moreover, I did experience some minor issue with text overlapping, but nothing major.
1-bit & perception of dithering/print can be quite quite fascinating really. I actually had to double-check the dither post process shader I wrote half-way through the week because I thought a bug had crept & I was outputting more than two colours ; but no, that was just an illusion & it fooled me too.
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We also experimented with different colour pairs before sticking with this one (inspired by the Playdate display), which were interesting but ended up giving the illusion of three colours (dark purple & off-white is a good example which gives off the illusion of an additional yellow colour)
Anyway, thanks for playing & for the kind words!
I am completely helpless at these types of platformer & can't for the life of me get past the elevator section, but I love how polished & tight this game feels.
The music/sfx is on point, art work is great & I especially love the subtle change in the level depth/look when the player flips left/right.
My only piece of feedback would be : could we get more feedback to indicate when the parry becomes available ; maybe a faint circle collapsing back towards the player would help with timing things.
PS : No offense to your artwork but I feel your thumbnail really undersells the game ; perhaps a crop of the character in game would draw players in more readily.