Hold X to Focus by toasteater

(Includes) a Pong clone.
Game for Ludum Dare 45 Compo
Controls
- WASD / Arrows to Move
- Press Z / J to Jump
- Hold X / K to Focus
- Esc: Pause
- Controller support not tested
Fonts
- M+ Fonts (See LICENSE_E in source code): http://mplus-fonts.osdn.jp
- Squarewave by jeti (CC-BY 4.0): https://fontenddev.com/fonts/squarewave/
Known Issues
- Some Linux distros with outdated "file" utility may see the executable as a shared library. It can be run normally on the command line.
- (compo version) It’s possible to get softlocked if you try to interact with objects while the character is still in bed.
Changelog
v1.0.1 (compo version with fixes)
This version is identical to the compo version in terms of content and gameplay.
- Fixed softlock problem in room scene.
Tools Used
- Godot Engine
- Krita
- sfxr
- Studio One
Ratings
| Overall | 162th | 3.607⭐ | 44🧑⚖️ |
| Fun | 253th | 3.221⭐ | 45🧑⚖️ |
| Innovation | 356th | 2.942⭐ | 45🧑⚖️ |
| Theme | 293th | 3.267⭐ | 45🧑⚖️ |
| Graphics | 65th | 3.965⭐ | 45🧑⚖️ |
| Audio | 98th | 3.547⭐ | 45🧑⚖️ |
| Humor | 252th | 2.462⭐ | 41🧑⚖️ |
| Mood | 72th | 3.791⭐ | 45🧑⚖️ |
| Given | 55🗳️ | 26🗨️ |
Thanks for giving feedback!
I like the art work and the space magic effect in this game.
Finally I'm stuck in following condition.
Good Job!

@cirno I'm happy that you noticed the references! It is indeed a conscious imitation. And by tradition I shall speak nothing about the story...
It's hard some point I nearly think that I'm playing the Celeste.
Great aesthetic though. The dark tone and polish was great.

@corrade If you have already got both the dash and the wall jump, then left is the way to go. This respawn point should only trigger when you are ready, so if you haven't got the abilities yet, it may be a bug.
If you have already got the abilities, here's some hints:
1. You can wall jump after a dash.
2. You can bounce between walls. There is no limit to the times you can wall jump.
3. You can dash again after performing a wall jump.
Really slick mechanics though.
The game is very cute, and the music is also very nice. I may have been stupid but I wasn't sure where to go right after getting the wall jump.
@corrade Thanks for playing regardless! Also,
@zanthous Thanks for reporting the bug. I can confirm that it's possible to get softlocked if you try to interact with things while the character is still in bed. Sorry I didn't catch it in development. It's possible to normally progress even if you skipped a drawing, if you wait until the character is out of the bed.
I will add it to the Known Issues section and release a post-compo version with a fix later.
The mood is absolutely fantastic, and the art and sound come together perfectly.
The platforming is tough but solid, though it seems to be more of a vehicle to convey the rest of the game.
The platformer part is a little hard for me..
While the absolute difficulty level is as intended, the controls, player guidance in level design, and the difficulty curve certainly still have much room for improvement. Hopefully I'll get better at those aspects in the future.
Hopefully!
Also Studioone suki. Good job man!
@snesgaard Thanks! That's one more set of common key maps I should keep in mind. While I think it would be a bit uncomfortable to perform long platforming sequences with space as the jump key, I still consider it important to cover common controls in a game jam.
It would be nice if the things the player does in the reality affect the dream and consequently its world. The jump physics feel weird and are a bit frustrating, but I finished the game.
Is the focus mechanic related to waking up from a nightmare?
----
We also made our game using Godot. If you have the time, please give it a try.
( ノ^.^)ノ゚
@mapedorr That's a very good idea! If I had more time to work on the game, I'd certainly add some interaction between the worlds. The controls may use some improvements, I agree. As for the mechanic, I shall leave it up to your interpretation. Thank you for playing!
```
$ ./hold_x.x86_64
./hold_x.x86_64: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.27' not found (required by ./hold_x.x86_64)
./hold_x.x86_64: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by ./hold_x.x86_64)
```
Tried the source project with Godot 3.1 and got `Parser Error: Identifier 'PAUSE_MODE_SELF_PROCESS' is not declared in the current scope.`
Went ahead and commented the line after stalking your github to find its purpose
SUCCESS
Ultimately got stuck (I suck at this game, lol) but I must say the mood is spot-on.