Never End by Finn_Tr
Never End is a narrative-driven platformer about Rae, trapped inside her own mind, on a never- ending struggle to escape from herself.


Updade Log
-10/06/20: Fix out of bound bug and tweak difficulty
-10/09/20 : Change control scheme
How to play:
Arrows/WASD: Move
Space: Jump - Double Jump - Wall Jump
C / K: Interact
Z / J: Dash (8 directions)
(* Dash toward solid glowing platform to Reflect Dash)
| Youtube | https://finn-truong.itch.io/never-end |
| Youtube | https://finn-truong.itch.io/never-end |
| Original URL | https://ldjam.com/events/ludum-dare/47/never-end |
Ratings
| Overall | 244th | 3.942⭐ | 45🧑⚖️ |
| Fun | 402th | 3.682⭐ | 46🧑⚖️ |
| Innovation | 869th | 3.279⭐ | 45🧑⚖️ |
| Theme | 579th | 3.814⭐ | 45🧑⚖️ |
| Graphics | 63th | 4.5⭐ | 46🧑⚖️ |
| Mood | 9th | 4.547⭐ | 45🧑⚖️ |
| Given | 24🗳️ | 40🗨️ |
There is an error in the web version that you cannot see the second gate in phase 1. You can only see the complete phase playing in full screen mode.
The mood is very well executed. The Gris / Night in the Woods / Celeste inspirations are pretty apparent and well implemented. The game is hard but not too hard, and the difficulty fits with the story.
I would have loved if the dash was mapped to a key instead of the mouse, or if the direction was linked to mouse position. I was confused the whole game because I always tried to put my mouse where I wanted to dash!
Thanks a lot for the game 💕
Thank you for the entry, it was.., well simply executed very well.
* Controls aren't super intuitive as it is usually more Shift for dash and, while space is quite usual for jump, having W too would make the use of up dash more natural in my opinion).
* Wall jump should be faster as using it almost means getting caught and reduce the variety in strategies to clear the level (as the optimal one is to go on top and take the keys from top to bottom)
* Small speedrunner addition: having a timer would be fun for speedruns.
* A small tutorial would be really helpful, especially for the dash as I don't think I am the only one to have not notice it could go 8 directions
* A gameplay idea not everyone will agree with but having dash allowing you to go through an enemy without dying could be a nice mechanic addition but it would need to balance the game again as it could make it too easy in current form
I loved the visuals and the gameplay and I agree with previous comments saying you can come up with a great indie game with this style on steam (and I would buy it).
Difficulty aside, the game was really a beautiful and enjoyable experience, with a really strong mood. Great job!
Perhaps being able to rebind that would help, or binding it to some key people are used to repeatedly using in quick succession in action games (like F, Q or E)?
Then again, I'm not very skilled in these sort of games :)