supa cute and polished and well thought-out. cool that you don't have health just time
Play game
Platformia Dreamin''s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 4.011 | 4.011 |
Use of the Limitation | #3 | 4.174 | 4.174 |
Enjoyment | #4 | 4.043 | 4.043 |
Concept | #12 | 3.913 | 3.913 |
Presentation | #17 | 3.913 | 3.913 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
ConradoClark
Software used
Unity, LMMS, Aseprite
Use of the limitation
Procgen platforming, random colors, random music. The game is a time attack with random platforming.
Cookies eaten
0 unfortunately
Comments
This game had a really great feel to it - it's hard to describe properly, but I definitely enjoyed it! The concept was great, and it was implemented really well; the levels all felt fair and well made, which is impressive for procedural generation! I'd love to see what you could do by taking that idea further, with different hazards, layouts and so on - there's great potential, and from what I've seen here it works great! I loved the aesthetic of the game as well, it definitely felt dreamy, and the music changing was a brilliant little addition that made the game feel even more weird (in a good way!). Nice work on this game, it was a great experience!
I really like how getting hit by an enemy only losses you time. It is kind of like time is your health.
I'm impressed by the randomized music, I haven't seen something like that before. It sounded nice, too!
^v^ McStebb
One of the best game in this game jam I've played :) good job. Smooth, good music and good feeling.
The gameplay is simple but addictive. The art is super cute. After playing I was just wondering if there was an end or is there an infinite number of levels?
The levels are infinite, yes! Thanks for playing and for the feedback :)
During the jam, my first idea was instead of making it infinite, make it so you clear a number of stages before going to the next "map". And in those stages, there could be a sleeping NPC. You'd be able to invade the dreams of an NPC, and be teleported to a different seed. After each map, there would be a special powerup (like double jumping, dashing, and things of the sort), and by invading dreams you could actually see the item before going to the map (which would be an advantage). Obviously this scope was ridiculously large for a short jam, so I had to cut corners and rethink the game.
I kept falling when I went to the next stage because I kept holding right. Awesome game and use of the limitation!
i'm so bad, i barely made it to a level 5, but i love it, the music, the art, the frenetic gameplay, its awesome!
nice art, and the music is a bop. i made it to level 113 before a weird time-loss happened, dropping a full 20s between rooms. i’ve only been able to replicate -5 between rooms, but even that i couldn’t describe the conditions on
i really like the variety of tile textures. they’re nice visual variety, though i found myself wishing they had different behaviours per type, that could be cool
Wow, you played a lot! And what a weird bug haha I'll try to understand why that happened. Thank you so much for the feedback, I wanted to have some different platforms/enemies (spiky enemies, moving platforms, disappearing platforms, etc) but didn't have enough time to do it.
Again, thanks for playing!
I like the look of it and the complex rng. Controls a bit sloppy but playable. I got only 5 levels with 16 enemies, but if it had more variety - I'd replay it
This is a reeaaaally nice game !! Really good job on that ! :D I really liked that all look pseudo randomly generated each time, also the concept of time ( and killing ennemy boost timer ) is really nice ! How did you manage to generate unique seed ? ( this is nice too even if I didnt find how to use it doesnt matter cause I think its hard to manage in game jam time but let taste good thing for the future :D )
Thank you so much for your kind words!
(long post ahead haha)
The way the seed generation works is somewhat simple, I just generate random characters, get their hash code, then use that to create a new instance of a random number generator. This rng is what is used to create the platforms/enemies/color schemes, etc. This is where it gets interesting: I don't just randomize the objects, I have a list of "design intentions" and randomize them too. Then I use those "intentions" to build sections of the stage. This way I can kinda guarantee that the stage makes sense.
So for instance, I may have a level that has the specific intentions, in sequence:
Level -> Climb -> Gap -> Level -> Descend
And what my generator does is the following:
1 - Pick a platform amongst the list of prefabs that may be used to keep the level at the same height (Level). Don't increase its Y value because you need it to be the same Y as the one that came before.
2 - PIck a platform amongst the list that may be used to increase height. Increase height by a random factor (which cannot be higher than 2, because it would surpass your jump height)
3- And so on, and so forth.
So each "design intention" has its own set of rules - for example I cannot place an enemy after a "2-step climb" because that would make the enemy too high to be bounced on. I cannot pick "Descend" if I'm already at the lowest point, etc. It was really nice to mess around with this algorithm haha.
Again, thanks for playing!
Very nice game! The way you implemented the limitation is rather unique, especially with the music, and the game is overall very challenging and entertaining!
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