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A jam submission

The Darkness In Our MindsView game page

Therapy can feel like a journey to nowhere...
Submitted by Kenny Programs — 18 minutes, 33 seconds before the deadline
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The Darkness In Our Minds's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.0004.000
How well does the game fit the themes?#14.5384.538
How much do you enjoy the game overall?#24.0774.077
Gameplay#24.2314.231
Audio#83.5383.538
Visuals#153.6153.615

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
All three hours!

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Comments

Submitted(+1)

I really liked it, deeper than I expected, heheh. Congratulations on the great work.

Submitted(+1)

Very neat little idea, also nicely implemented. The only major complaint I have is that the controls could feel a little tighter, but I know that platformer controls are hard to get perfect and three hours is a short span of time. All in all, pretty strong entry, well done!

Submitted(+1)

A lot of great stuff for three hours of development!

Submitted (4 edits) (+1)

Wow Kenny, really great entry! Nice minimal art, I like the ambient music and the sound. The game is challenging, strategic, and fun. I really actually think you should expand this one into a full game, I'd buy it!

Minor things I would tweak if you keep working on it:
1. Coyote time (a small bit of hovering past the collision data on a jump)

  • if (!player.on_ground && player.did_jump && player.was_on_ground_last_frame) { // don't move them down, pretend they did jump}

2. Auto-start the level once the player's put down all the torches
3. Gravity is a bit brutal, maybe turn it down a bit
4. Make the player's movement acceleration based, rather than if (KEY_W) { player.x -= 2}

Right now, this is my game to beat for the week, really well done! 23/25 stars

Developer

Thank you for the detailed feedback! It means a lot to me that you think it's so well done - I wasn't really feeling all that good about it during development, so it really lifted my spirits.

Regarding point #4, why do you think the movement would feel better if it were acceleration-based? I don't think most precision platformers do that (or if they do, the acceleration is incredibly quick). I'm reusing a character controller I wrote myself, so I could easily turn on the acceleration, but I thought it would be better without it.

Submitted(+1)

Hmm, I think you're right that it's maybe a quick acceleration and deceleration. And I think also more limited acceleration once the player is in the air. Let me check a couple games and get back to you.

Submitted(+1)

Ok, I went and did some research:

1. Mario Bros 3 (not really a precision platform, but anyway..)

  • acceleration/deceleration
  • inertia in air is maintained when you let go of the button

2. Super Meat Boy

  • very small acceleration, immediate stop on ground when you stop pressing the button
  • inertia in air is also maintained

3. Celeste

  • seemingly no acceleration or deceleration
  • inertia in air stops when you let go of the button

I was actually a bit surprised to see that was the case in Celeste. So it seems like the answer is: SOMETIMES :P follow your heart! I still think gravity should be reduced ;)

Developer

Wow, thanks for the in-depth research! I'll take it into consideration as I refine this. I don't think I've ever actually made a platformer except for test projects, so I'm happy I could get it mostly okay in this short time

Submitted(+1)

I also never have. Maybe I'll do one for an upcoming trijam!

Submitted(+1)

I like a lot the 2 phases gameplay. Nice idea and well made for a 3h dev. GG!

Developer

I'm glad you liked it! I wish I could have gotten more levels made. Thanks for playing!

Submitted(+1)

I don't know if this is how the game is intended to be played; but I had to memorize the contents of the level and complete it entirely blind (because clicking on the map before hitting "begin" would make the top right torch icon disappear, but no torch would place). I got as far as the stage with three moving platforms before it became too difficult to memorize. This was still a unique challenge, even though I don't think this was your original intent.

I appreciated the therapy frame story as well. This overarching narrative helps lend a cohesion to the project.

Developer(+1)

Oh no! Yes, you're correct - the torches are supposed to be placed down in the spots you put them. It was working just fine in my local build. I will upload a bug fix sometime tonight. That's what I get for not testing 😅

Developer(+1)

I fixed the bug - I forgot to export the file saying how many torches you get per level, so it thought you only get zero... I'm really impressed you made it all the way to the last level through sheer memorization! That would be an interesting twist, but my original concept was to only make you memorize small patches of dark of your choosing. 🙂 Thanks for playing!

Submitted(+1)

Just replayed it. Ironically, I had already rated it highly, but I have adjusted my rating to account for the fix! Great work and I was glad to be able to play through the game to completion.

Submitted(+1)

very hard game, but really enjoyed playing it

Developer(+1)

There was apparently a bug that was in the game because I forgot to export a file related to the difficulty curve 😅 It's been fixed, so feel free to retry it, if you would like to see the intended experience. Thank you for playing!