Alternating Space by StateOff
Input
| | Keyboard | Gamepad | |----------------|--------------------------|----------------------------| | Move | Left Arrow / Right Arrow | Left / Right Stick or DPad | | Jump | Space | A / B / Cross | | Restart | TAB | Select / - | | Fullscreen | Click button | Click button |
Gameplay hint
Try to press all red buttons at the same time with the help of your alter ego from a different dimension.
Run through the green gate to activate your mirror.
Look out for mirrored inputs
Screenshots

Tools
- Linux laptop (Fedora 28)
- Godot 3 (gdscript)
- Tiled (and Tiled Plugin for GD)
- aseprite 1.2.7
- LMMS
- Audacity
- Peek (for gifs)
- BlackMagicDesign Fusion (for backdrop)
- Coffee
Ratings
| Overall | 127th | 3.774⭐ | 33🧑⚖️ |
| Fun | 163th | 3.597⭐ | 33🧑⚖️ |
| Innovation | 68th | 3.839⭐ | 33🧑⚖️ |
| Theme | 699th | 2.345⭐ | 31🧑⚖️ |
| Graphics | 270th | 3.452⭐ | 33🧑⚖️ |
| Audio | 221th | 3.258⭐ | 33🧑⚖️ |
| Humor | 462th | 1.905⭐ | 23🧑⚖️ |
| Mood | 176th | 3.345⭐ | 31🧑⚖️ |
| Given | 23🗳️ | 31🗨️ |
I also think the jump sound is too loud compared to the other sounds, but otherwise the art and sound are nice.
Though I have no idea where the theme fits. I'm suspecting it wasn't made to theme.
Definitely will work on my audio skills (or the lack of them).
As to the theme: I took it quite literal and thought: What happens if you are "running out of space"? What if something weird happens. I was anticipating a lot of "people in city, crates in storage" type of games and thought I try something else. Understandable it is not obvious at first, though.
I think you hit a spot there. I had the same thought and if I did it again I would replace the action-like platformer physics with something more predictable (one tile-step move).
That being said: There is always a classical puzzle solution, although you can brute force many solution via physics. It just takes a bit of adjustments to get used to the reversed inputs, but once you know the solutions it becomes quite obvious.
Thanks for the feedback.
If I had a suggestion... I think it'd be more forgiving if you made the buttons larger (eg 2 tiles width); it'd give you more margin of error with our execution, while still preserving the key parts of the puzzle.
Regarding the theme... I feel like your interpretation is a bit too subtle... If you like subtle interpretations, I'd encourage you to consider multiple interpretations; have one of them be "in your face", while the rest are more subtle. Eg "what if you run out-of-space, while running-out of space?". Though I do agree that it's a shame the theme allows itself for a very specific type of boxes/shrinking-play-area themed games; it's great that you tried something different.
Still, I found the puzzles quite intriguing and fun to solve, which is the heart of a puzzle game. Well done!
I did not consider bigger buttons but it might solve the imprecise nature of the solving. Good call!
I am curious to know who beats all 10 levels. Once known, the solutions are simple but I can understand that everyone is also obligated to play as many different games as possible.

Music is alright, but the jump sound feels unfitting.
Overall a very solid game!
Try our game too, maybe you'll like it)
@senokos Hm, I have the feeling I know why this might happen. Will probably look into a post-jam version fix.
@shaggyfox I guess I should make a native FeeBSD version next time ;)
I think if there is one major outcome of the feedback then it is that I need to learn more about music/sfx and get better equipment for the mix for the next jam.
@AwiX Will play again on the weekend. Have a busy work week. EDIT: OMG looks nice! Can't wait.
And hello to a fellow Fedora user. :wink: