Thanks! All the sprites are normal mapped and the pixel positions are shifted with a special texture during lighting to give an illusion of depth. I'm glad you noticed it! It took a while to make haha
ozxybox
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Lovely game with a super solid game mechanic! The flashlight actually cutting a circle out of the collision objects is super slick! I'm impressed by how many levels you had for this, it's practically a full game already!
The whole game felt very polished, and the mechanics felt well developed.
Two little side notes: Some of the puzzles felt slightly out of order, with one of the later ones being quite easy, and one in the middle being quite hard. I can't quite put my finger on it, but as the game goes on the levels begin to feel a little samey, even though they're really not samey at all. Might be from the limited screen size and simplistic graphics messing with my head? Dunno! Otherwise the design of each puzzle was really quite good!
Would love to play this again without the limitations of the GB's controls and screen size, haha
Fantastic job!
Very very cool game! Love the art and the mechanic was super neat! Everything felt very slick and polished. Very fitting name for this! I really liked how the title screen was in game, but the timer didn't start until leaving the start room. It's a great little tutorial.
My only note would be that I felt somewhat stressed by the timer even when inside a corpse, and I maybe ended up rushing through a bit. Also if you ever extend this game in the future, it would be neat to see different bodies you could posses or other such.
Thank you!! I'm glad to hear you enjoyed it!
The crawling text was a happy accident. It was meant to just be an intro splash screen but changed to be before every level in the final hours of the jam after my one tester said he was confused by what he was looking at haha. Not enough time to improve the art, but just enough time to explain it! Great to hear it helped with the spookiness!
Thank you for playing and for the comment!
I’m also impatient, haha! I also would’ve liked the movement to be a bit quicker, but I had a few weird issues with things stuttering due to float to integer rounding. I ended up making the player move exactly 1 pixel per game update (32 updates per second) to avoid it. :P
Game crashes at the end, as it tries to load another level, and the level doesn’t exist hahaha. Never managed to finish up a way to return back to the main menu!
That's understandable...
The black block has a light that casts shadows.
The white block can only exist in those shadows, and if it leaves the shadows, it will die.
The goal is to retract the spikes and get the black block onto the 02.
Unfortunately, we didn't get to test the map before we submitted so there are some game breaking bugs...
Sometimes the code that checks if the white block is in the shadow will break and you might die for no reason.
The walls get rendered on top of shadows, and it blocks the button that retracts the spikes.
The button that retracts the spikes is hidden underneath the bottom left gray rectangle.
So sorry about the bugs. Although it wont help my chances for the jam, I plan to release a fixed up version of the game soon.
Thought that might be the issue... You have to have the latest version of the x64 Microsoft Visual C++ Redistributable https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-d...