DIM by guoboism
In DIM, you dive down into the ancient tomb full energy and darkness...
You will die if you ran out energy, also maximum of energy will also kills you,
You must keep a balance to survive.
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Actions that reduce energy:
Stand in darkness.
Shoot bullet
Touch enemy or spike
Action that will gain energy:
Standing in light
Collect crystal
Killing enemy
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Control:
Arrows key = move
Z = shoot, you can double jump
X = jump
Goal is to reach the bottom with energy not zero or max.
The levels are random generated, the more level you passed, the faster energy changes in/outside of light
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V0.1 [JAM VERSION]
Both PC and mac are supported
V0.2 [POST JAM UPDATE]
Add first kind of enemy: fly
Improve level switching wait time.
Game over screen will show level progress.




| Windows | https://guoboism.itch.io/dim |
| macOS | https://guoboism.itch.io/dim |
| Original URL | https://ldjam.com/events/ludum-dare/40/dim |
Ratings
| Overall | 428th | 3.581⭐ | 33🧑⚖️ |
| Fun | 543th | 3.348⭐ | 35🧑⚖️ |
| Innovation | 443th | 3.313⭐ | 34🧑⚖️ |
| Theme | 715th | 3.258⭐ | 33🧑⚖️ |
| Graphics | 271th | 4⭐ | 34🧑⚖️ |
| Audio | 330th | 3.433⭐ | 32🧑⚖️ |
| Humor | 852th | 2.28⭐ | 27🧑⚖️ |
| Mood | 588th | 3.25⭐ | 32🧑⚖️ |
| Given | 33🗳️ | 27🗨️ |
@cocapasteque @wujood
I didn't read that the levels were randomly generated until I was 20 levels in, then I thought it would be difficult to create each level manually haha. I got stuck in the last level, I couldn't shoot down.
Nice game, the atmosphere is nice and the music is very enjoyable.
Like the idea to sign inside the brick.
画面真棒。
The only thing I want to complain is that since it's so dark and the visable range so narrow. A lot of times it's just guessing what is underneath and choose a random place to fall. But this seems to be hard to fix given the core light/darkness mechanism.
This game is visually impressive _and_ expressive, and works masterfully with the audio track. You'd think that in a game about darkness the bright is good for you, but I like how this game plays with the idea of either extreme being a bad thing. The light (and dark) effects are phenomenal, and the game's polish is excellent.
Had a good long run on this one. I hope you decide to later on expand on this premise and concept, as this would, for example, be a great mobile game. In behalf of our team, we look forward to seeing what you can come up with next! :whale:
For the theme I thinks this game doesn't respect it.
My only suggestion is to limit the strength of the jump.
Congratulations on the beautiful game.
@gamedevmumin @trackles @iamtalin thanks for your kind words
It looked quite nice. I really liked the 2D lighting you got going on there. The ending flash when you got too much energy was cool too. And speaking of energy, it was kinda annoying to gauge if you could still afford to grab a shiny without getting max or get hit by the spikes without getting to zero. Maybe adding subtle lines or some other markers to the bar to show the amount you'll get or lose would be nice. Also, in my opinion, the spikes should have been more punishing. You should stop the energy from decreasing when reaching the chest. Dunno really which one ended up happening, the real level finish or death, since they both were the same thing.
It was nice that I could run through one tile wide gaps but doing that should have been more consistent. And the behaviour in one tile high "corridors" didn't make sense either.
*Can run under one tile high gaps just fine.*

*Can't run under one tile high gaps with spikes above without getting hurt.*

Just like @sand-gardeners, I first though it was weird that I could shoot up but not down. It felt odd that pressing either down or up would always just aim up. Quite quickly I realized that shooting down would completely break the game though. Shooting up was never really needed either. I don't think I ever encountered a "puzzle" where it would have even helped. Same goes for the double jump, it was completely pointless. Also was kinda annoying that the jump sound played even though you had already used all your jumps.
The level generator was quite solid. Only few times it did lame stuff like spikes right under my spawn point. Quite often it did "puzzleless" levels when you didn't need to shoot or even jump once, just drop down a couple of times. Obviously now those levels were dumb but they would still work as a bit of a lull in the pacing if the gameplay had a bit more to it (like enemies etc).
And as a closing note, you really should try to keep some consistency in your version naming. This was just straight up confusing at first glance. The windows version named after the name, mac version after the platform. And only the 0.2 version marked with the platform checkbox. Also, not having space there makes it read *"dimo point one"* to me...

Good job!
The box collider size for the spike is bigger than a square, which is a bug. I noticed that many times. But during the jam it was always in a hurry. You have almost talk about everything/bug this game has. I really thank you for all these.