Thanks for playing, glad you enjoyed!
Studio Alone
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Interesting mechanic with having to change elements to pass through certain hazards.
Some of the hitboxes of hazards were a little too close together, so that when I was switching and lose immunity to fire (for example) I would instantly die because I was too close to the fire but moving forward would put me in the water.
I'm guessing this was a result of time restraints, but it would also have been nice to have the active element visible in the walk cycle too.
Nice idea though, and I can definitely see it being expanded upon with more time.
Thanks for playing the game!
Yes, the enemies being able to damage you while falling was intentional, to play with the verticality of the levels. But, it's definitely something I'd understand people not enjoying, so I'd likely change it if I was to turn this in to a full-game.
I'd also agree with the idea of adding more depth to the dice rolls. I get what you mean in how your idea would take away from the "roll of the dice" theme, but it would definitely add a lot more strategy and is a really good suggestion.
Also, the 70/71 bug is there because I have the enemy spawn rates increase as your score does. The spawn rate is supposed to increase after 70 points gained, but I accidentally put the score check to trigger the spawn rate increase if the score is over 71, rather than over 69. A really stupid mistake really, and something I was able to fix instantly, but by the time I found out it existed in the first place the submission deadline had already ended.
I'm really happy you liked the little chip-stack enemies!
I wanted the game to have a bit of an "arcady" feel to it, hence the lack of health for the player. You're expected to die, and keep trying over and over again to aim for a higher score. I can see how that can be frustrating though, and perhaps difficulty options should have been included.
Thanks for reviewing my game though, and I'm glad you enjoyed it!
Very atmospheric!
Also quite frustrating, but in a really good way that made it feel really good when you finally land a 2.
Perhaps the ability to slightly slow down time while rolling the dice (like a button you hold that depletes a bar) would have been helpful, but maybe I was just really bad at rolling the dice!
Nice little game!
I especially liked how the dice roll element worked. Forcing you to apply multipliers even to negative elements.
The gameplay felt a little too slow, but that's something that can easily be tweaked.
Overall, great game and could definitely work as a full project if you decided to expand on it!
Visuals really added to the appeal.
Perhaps a bit more feedback when rolling the dice would help, but after one round I understood what was happening.
Some enemies were getting caught on walls; there was a moment where I thought I'd killed them all only to find one was trapped at the bottom of the screen.
Overall though, really enjoyable. Would love to see it taken further, I can imagine there's a lot more things you could have dice rolls affect if you decide to take this idea further!
Thanks!
A lot can definitely be balanced and tweaked, and that's stuff I'll definitely consider if I ever try and bring this forward into a full project.
I'd considered having multiple level layouts to choose from, but the time restraints prevented that. Something I'll have to consider the next time I take part in a game jam!
I'd also agree with the beginning being a bit slow. I actually decreased the points required for a dice roll while testing that things weren't broken, in hindsight I should have kept it at that lower threshold!
Anyway, thanks again for playing my game! It was really fun getting to make it, and I'm glad you found it fun!
![](https://img.itch.zone/aW1nLzkzMzEwMzEuanBn/original/JS%2BrQj.jpg)
Alone Demo Ver.2 Released!
What is Alone?
Alone is a 2D puzzle-platformer where you control more than just one character. You'll need to switch control between a variety of "bots" in order to reach the exit of each stage. Waking up to lost memories, you proceed through the strange facility in hopes of remembering who you are, and finding out what this place is...
What is in the demo?
Play through a handful of levels selected from the current stage of Alone's development in this short demo. You'll get to try out each bot that will be in the final release of the game. This demo is narrative lite, the full-release of the game will feature a much more narrative scenes.
Additionally...
Alone will be heading to Kickstarter in August. If you end up playing the demo, you might notice that there's only one piece of music throughout. Well, I'm not much of a composer, and so I'm hoping to raise funds to bring aboard an actual composer to help with that area of the game. You can find the pre-launch page for Alone's Kickstarter here!
Thanks for reading this post!!!
The first demo for Alone is now available!
This demo has been designed for the October Steam Next Fest, and to also release alongside my ongoing Kickstarter campaign!
Experience the first 30 levels of Alone, designed to introduce you to each bot variant you will encounter in the main story.
In Alone you don't just control one character, instead you can freely switch control between many different characters. You'll need to learn how to utilize the unique properties of each character if you want to reach the exit of each level!
Take part in the DL Team Building Exercise, a series of tests designed to measure your ability to work with others, both similar and different to yourself. Proceed through the tests, and discover the true purpose of the DL Team Building Exercise! (The demo features some narrative elements, but doesn't focus on that aspect of the game).
Which Bots Will you Find in the Demo?
- The Basic Bot
The simplest of bots. The basic bot can walk, jump, and be used as a platform. This bot features in every level, and is often the bot that will end up reaching the ext. All other bots build off of the basic bot as a foundation.
- The Medium & Large Bots
The medium and large bots behave the same as the basic bot, however these bots are much taller. While using the basic bot as a platform won't give you much extra height, it's a little different with the medium and large bots. These bots are often used to help smaller bots reach places they couldn't by themselves.
- The Spring Bot
The spring bot is similar in stature to the basic bot, however this bot has one key difference... a spring attached to its head. The spring bot can be used to bounce other bots to great heights. It's even possible to stack spring bots atop each other and reach even greater heights!
- The TNT Bot
All bots can detonate to reset their position, however the TNT bot's detonation packs a little more punch than the rest. Use the TNT bot's explosion to blast through crossed walls, opening paths for other bots to pass through.
- The Gravity Bot
The gravity bot is visually identical to the basic bot, only this bot seems to fall upwards. Walk along the ceiling, and reach buttons that no other bot can, with the gravity bot!
- The Bullet Bot
The bullet bot can break crossed walls similar to the TNT bot, however, the bullet bot does it by firing projectiles. Additionally, the bullet bot can also activate wall mounted buttons with its bullets, opening doors from range!
Watch the Kickstarter Trailer for Alone!
Any and all feedback is greatly appreciated! Alone is far from final release, and with feedback I will be able to create a better final game.Additionally, if anyone is interested in helping fund the full-time development of Alone, you can do so via Kickstarter now!