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A jam submission

Realms of MindView game page

A game demo made for the game jam idea of "Inside Out".
Submitted by GoldShots — 8 hours, 37 minutes before the deadline
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Play story

Realms of Mind's itch.io page

Results

CriteriaRankScore*Raw Score
Art/Graphics#94.0674.067
Audio#343.2003.200
Overall#433.1333.133
Fun#522.8002.800
Originality#692.9332.933
Theme#762.6672.667

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did your team create most/all of the graphics yourselves?
Yes, I made all graphics myself.

Did your team create most of/all the audio yourselves?
Yes, we made most audio ourselves, excluding some free sound effects.

How did you incorporate the theme "INSIDE OUT"?
I based the game off of the movie "Inside Out", which uses the 5 emotions represented as individual levels; playable metaphors.

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Comments

Submitted(+1)

My feedback for Realms of Mind (or is it Realmms of Mind?):

What your game does well:

The art is vibrant and colorful when the player is happy. Disgust is expectedly off-putting in its color and scenery. The soundtrack for each world fits the emotion it's based on.

The character moves a bit fast on keyboard controls. If it's lowered a little, the player might be able to have more time to enjoy the scenery as they walk.

What your game doesn't do well:

The theme of this jam happens to be the name of a Disney film about emotions. While your intention was to base your levels off of each emotion, you only did that with their scenery/soundtrack. The gameplay is still just a first-person game with platforming segments. 

The dialog felt unnecessary, especially the hints of 4th wall-breaking. One player could interpret it as humorous, but another player can interpret it as a lack of confidence to offer a unique play experience that can separate itself from its source material.

The level design of 'disgust' is really difficult for the point in the game at which its introduced. The player has to jump to and from sinking platforms, has to stop and grab an item on one of them, and turn back around on that same sinking platform.

Areas of Opportunity:

If this game is based off of Disney's Inside Out, the biggest opportunity is to make emotions the core game mechanic. A game that does this really well is Super Princess Peach. I recommend referencing that game for some ideas. What's more is, like your game, it's a platformer.

Platforming segments from a first person view are hard to pull off as a developer. If you already have an in-game companion, it wouldn't be a stretch to give the player's character their own body and move the camera to third-person view. That way, the player has a greater perception of their surroundings. It'd be more comfortable to navigate.

I hope this feedback helps!

Developer

Thank you for the valuable feedback! I definitely could've connected it to the theme/make it more of a mechanic, I was just struggling with any creative ideas that were doable in the time span. xD As far as first person/third person, I'll likely keep it first person as each level will be its own unique challenge than strictly platforming (like one level being a shooter, another a horror, etc). The feedback on the dialogue, though, is interesting and I'll be sure to ask others for their opinions as it would be a much easier change if that's an issue. Thanks for playing, and thanks for the constructive critique. :)

(+1)

I had to check this one out after seeing it on the stream. Very good looking game with some fun characters. I think a challenging game is great too, but I could see how it might be off-putting to those who might want an easier experience haha.

Developer

The difficulty really seemed to stump a lot of people, but I REALLY didn't want to make it too easy given how short the game was at submission. I'll definitely be putting in some difficulty aid for the full release when there is more content to rely back on, lol. Thanks for playing!

Submitted(+1)

Nice

Submitted(+1)

Gorgeous environment! Even after learning how to do some of the jumps, they were still brutal! I think tightening the controls or giving some more leniency in the earlier levels would help, as the first level almost feels like it should be one of the last lmao. Overall I loved the concept and found it super fun and pretty.

Developer

Thank you! In the full release, I will fs add a system to help with the difficulty as it seems to have been the main problem with it. I didn't know it was so hard!

Submitted(+1)

That's completely fair. I think making a tough game is great, and after adjusting to it I got the hang of it and really enjoyed it, but I think it was more so the level design that's confusing at first.

When I got to the first tough jump after the thin beam in the first level, as the jump was so precise, I thought that I was doing something wrong or I was missing a mechanic, as the rest of the jumps weren't near as precise. After trying a few more times, I realized I just had to delay my jump super late, and once I learned that, I realized what the game was and what all the rest of the jumps were going forward. Having that jump is completely fine, but I think having it far away from the checkpoint makes the player question why they're having such a hard time with a jump that in their mind, is just another jump, when they haven't been taught that the game has precise and challenging jumps up until that point.

Then after doing that jump, getting bounced in the air and having to control the players movement in the air, I had no reference to how the momentum of the player worked while in the air, and had to get the hang of it on the fly. If I messed up or didn't understand the way they moved or carried their momentum properly, I had to recollect the item, and do a really tough jump again, to get another shot at learning how to move in the air again.

TLDR: it felt like I was being tested on movement, jumps and mechanics that I hadn't learned about before hand. Some kind of introduction or subtle level design could turn around all the confusion of the difficulty and make it work in the games benefit. When you have playtested and adjusted to the movement while making the game, you don't need an introduction to do the tougher jumps/movements, because you've technically already had it. Other people playtesting can go a long way in this case.

sorry for the long reply, i just think this game has a lot of potential and don't want people's experience of it to be put off by the tough first level😅

Developer

You're completely right! Thanks for the very insightful post, it helps to know about the possibilities of communicating information to the player. I think you're right too, that maybe I don't need to ADD a mechanic (aside from maybe a checkpoint system of sorts?), but rather just improve the level design to properly convey things to the player. :) I'll definitely change the level up in prep for the full release, thank you. :)

Submitted(+1)

You would definitely have to test it out! A checkpoint system could be nice for sure, but I think with proper design and balance of the mechanics, the fun of trying a level again and again and mastering the jumps of the levels is super driving if executed correctly. I could also see it working super well with some kind of timer, allowing people to speedrun and compare times, where the checkpoint system would be a great way to practise the tougher sections, whilst also allowing casual players a better experience. 

Glad I could be of help, good luck with the full release :D

Submitted(+1)

I really enjoyed the art, music and personalities of the characters, they fit really well together. but i couldnt get past the jumping either :x

Developer(+1)

Thank you, will definitely be putting on some bumpers for the players who struggle with the jumping. :)

Submitted

Looks very fun! I will try it soon. Just want to hint at the fact that in the thumbnail you spelled the game with 2 m. Might be a little mistake.

Developer

Why would you point that out, now I can't unnotice it. :( Haha, I'll end up actually making a different cover anyways, it was just to get SOMETHING like a cover up

Submitted

Sorry, but you can still change it during the jam, if you have time. We changed ours as well. :)

Developer

WHAT?! I didn't know you could change the project during the jam! I would've done so many things ToT

Submitted

As of I know, the only thing you can’t change is the game itself.

Submitted

Cool graphics and presentation, audio is also very nice, I loved the voxel graphics. I struggled with the jumps, I couldn't go past the first realm, maybe I'm not enough of a pro gamer. :)

I wanted to discover more, but couldn't go very far unfortunately, but I liked the experience.

Developer

It has seemed to be too difficult for many which I didn't expect, so I'll definitely be adding some sort of feature to help with that in the full build! Thanks for playing.

Submitted

Impressive graphics and very cool audio, well done!!! What did you use to make those voxels assets?

I struggled a lot to make those jumps, I tell you that ;)

Congrats!!!

Developer

I used MagicaVoxel to make the Voxel assets. Thanks for playing!

Submitted

Man, I loved the style and the characters. The voxel is just so unique. I love timmy and I want a plushy of him RN. Although I might be too noob and couldn't quite get all jumps in.  I still had fun! Nice one

Developer

Thank you! I can't wait to really flesh out Timmy's character in the full release lol, thanks for playing! Your game was very impressive :)

Submitted

The graphics of this games are of other world, good game!

Developer

Thanks for playing! :)

Submitted

Graphically a bit too intensive for my hardware, I had to play at a very low framerate. I played until the very hard jump in the sewers, I tried 3 times but well it's a bit too hard for me

By the way what's the white thing in the sewers you can interact with ? I thought it would be useful but it just acs like I touched the green goo

Overall the game shows you did a lot of work for the nice looking voxel environment and the rich dialogues, sadly for performance reasons I couldn't see the end SORRY TIMMY I KNOW YOU HAVE A WIFE AND KIDS BUT I DID LEAVE THE SEWERS BY QUITTING THE GAME :'((


Developer(+1)

xD Completely understandable, I tried to optimize it as much as I could reasonably but sometimes you just have to make sacrifices. :) The trash is to get access to the portal to the next level (which isn't finished anyways), so you didn't miss out on much except the rest of the level. Thanks for playing!

Submitted (1 edit)

Really cool and unique Graphical Experience ! The Sewage level was pretty cool except this on jump that was really really hard, i did it but i suffered for a while xD 

Overall, it's a great entry, though it felt a bit short. Unless I missed something, there doesn't seem to be a definitive ending just yet, right?

Developer

Correct, I will be finishing the game in the future (I plan to have 5 total levels with a definite ending). Thanks for playing, and I'm glad you persevered through the level. It seems a lot more challenging for people than I thought. 

Submitted(+1)

I've shadowplayed my run so i just thought i would let it here with you guys <3
Developer

It's awesome to see how others play the level! Thanks for the video :)

Submitted(+1)

Great game! Very fun and lots of stuff to do. Options button didn’t work for me. Good job!

Developer

Thank you! Unfortunately, I didn't get around to implementing any options. :(