Ayy solid game! At first I was really confused on how a and d worked but as soon as I realised that they controlled the guys up top it became really fun. Great job!
Dishonored Fox
Creator of
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I loved the lil character flip when I turned as well as the sword swipe. There was a moment where I got stuck in a rock when I was attacked by an enemy, then his brother came around the corner and battered me to death xD
I had no idea there was a "health" system in the game until one of the mobs dropped a heart, or perhaps I didn't see the health bar anywhere, I feel this is information that should be known to the player especially if multiplayer is the core mechanic of this game
But alas, it's truly a unique game, well done on making a multiplayer in 48hrs!
We had a goal. A simple goal if you will. To make a game. With just 2 people. Pale and Fox. Easy.
At the time we didn't know what we wanted to do but we knew we wanted to make something, anything at all. After some back and forth going through previous concepts, listing out pros and cons, strengths and weaknesses, and where we needed to help each other out, we decided to make a 2D roguelike about lil Timmy fighting his nightmares to get a good nights sleep, more specifically, rem sleep which lead to the game's name: Rem Paralysis
Alright, cool, we have a concept! Bingo! Score! This is the furthest we ever got!
Now we had to figure out time frame. We were both looking for work and had a lot going on in the background so this was going to have to be a part time project. 2 months. 2 months to make a functioning game. We try to get as much done in that time frame and whatever comes from it, export it and move onto something else. One of our main goals was to, not only make a game, but to test ourselves with a set due date.And so with the skills we got from the internet (and the occasional skills from uni), mountain dew from the fridge and an unreasonably amount of optimism we set forth on our journey.
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2 months and a week later we have finished. Relieved, thankful and a little disappointed. We cut and simplified quite a few things such as enemy attacks and types. We greatly underestimated the number of items a roguelike would have and having your lead programmer as the sole asset creator created a lot of bottlenecks QwQ. Originally we had plans for a boss with 2 phases but figuring out AI, meshes and making the animations for it were going to break the camel's back so yeah. A meeting was called about what to do about it and we ended up agreeing that finishing the rest of the game without the boss would be better than have dangling loose threads trying to hold itself together with a half finished boss.
A good friend of ours, MeiBei, offered to make the background music and without hesitation we said yes. Absolute brilliant composer that made anything we tried to make look like child's play. Forever grateful that he helped us out.
Nonetheless it is finished. It may not have the best graphics but to us, or me at least, I'll hold it close to my heart. I learnt how to design and animate menus, finding and implementing sound effects; I'm more confident in coding and using Unity overall. It's a prototype but I'm dang proud of it.
We've uploaded it to Itch.io and would appreciate any constructive feedback on our humble game. It's not much but it's honest work and we love what we've made.https://thepaleone1.itch.io/rem-paralysis