Somnipathy by LDJam user 234120

We all must sleep... eventually.
In this game from an award-winning team of mad-persons, you are being chased by sleep - literally and figuratively! What is real, and what is hallucination? Delay the inevitable arrival of unconsciousness as you make your way through the strangely amorphous confines of your apartment during a long, dark night of the soul.
Somnipathy was created by the Tearcell Studios team as their entry for Ludum Dare 50 and the attendant theme of "delay the inevitable". Inspired by the isometric 2.5D games and point-and-click adventures of a bygone age of gaming, you take the role of Aggy and click your way through their apartment while trying to fend off sleep.
Please visit the Itch.io page for the full credits and attributions listing.!


| HTML5 | https://zaknafean.itch.io/somnipathy-game |
| Source Code | https://github.com/zaknafean/LDJam-50 |
| Original URL | https://ldjam.com/events/ludum-dare/50/somnipathy |
Ratings
| Given | 44🗳️ | 76🗨️ |
Pretty fun

my best position was 19
Also I'd have loved to read more of the text more carefully but the creature just kept advancing towards me so I just skipped through a lot of it, sadly.
Otherwise thanks for putting up with the crash to try it again! Glad you enjoyed the play
I had to skip through the dialogue if I wanted to run away fast enough from the creature.
Overall we wanted to focus on the tension more, so no freeze was the decision. Still it wasn't a light decision, and I'm still not sure which is best.
Other than that i had a good time! well done!
Visuals and sounds are great. Some of the art feels a bit out of place but you cannot ask for everything from a game made during a jam. Good work!
The animations are very impressive! Hope to see more of your work on the next jams! :)
Our game also has ranking (although you can't see it before finishing the game) and creepy entity that keeps following you, [check it out](https://ldjam.com/events/ludum-dare/50/light-fingered)! :D

@effe Glad you had fun! @whiskeybadger our character designer and one of our artist has a wild and terrifying imagination!
-Tim
I loved how at the end it said that I won, that had a really nice touch xD
Also a very creative take on the topic :) Everyone knows that feeling when you're being super tired and like getting DRAGGED to sleep! Visualizing that by a creepy Lovecraftian creature felt very fitting! :)
(The design of the creature and the cover art of your game are also top notch!)
I just feel like the coffee should make me more alterted :b
...Maybe I'm just pissed that I'm the last one in the leaderboard, but just wait, I'll come back for more...! :)
Also, I really liked the vicious but equally cute kitty xD
Well done guys! :)
@angiemon Thanks for giving us such a nice extensive review. We are hoping to get some parts of the game updated to enhance some more features for the game. I'm glad you enjoy the art and you like the ca~~~t 😻 💃
@rawb Thanks for stopping by!
Strengths:
- Great pixel art
- Fun systems to try to grasp
- Huge playground
Possible improvements:
- I HATE SPIDERS I HATE SPIDERS I HATE SPIDERS I HATE SPIDERS I HATE SP-
Great job!
- The game is pretty confusing about the mechanics: why I have to flee from the monster? What is sanity used for?
- The various pieces of art are great, but they are a little incoherent when put all together. Try to define clear styles for the artists, it helps a lot!
Overall this game is a little raw gem, with a little more effort you can get a great game :v:
@davide-rossetto @kidabra Thank you for your feedback for the game. We are hoping with time (and much neglected sleep) we can get some updates tossed into the game so there are improvements on the gameplay and the art assets. If you bookmark us or save our game, you should get a notification for our new posts/updates. Can't wait to share it with you all.
The pace could be a bit quicker though and (though it may sound contradictory) it would feel a bit more fair to pause the monster during dialogues.

(Opera Gx)
Good Job!
+1 Succeeded in sleeping
-1 Zombie level speeds
-1 Secret Collect
I wasn't really sure what I was supposed to be doing, but I was scoring points so I must have been doing the right thing!
We appreciate you stopping in for a quick game test. One of our art designers created the strong focal point to the creepy atmosphere. Each new added design made us even that more excited to find ways to implement it into the game.
It seems like doing something with the speed of the gameplay between Aggy and the monster is needed and I believe they will be addressed in one of our post-jam updates. I think if you follow the game in itch.io, it will notify you once that hits if you were interested.
Thank you for your patience
The audio is pretty nice. Some looped sounds are very short and get annoying quickly
The dialog when you want to open a door creates a lot of anxiety. Like... come on, I have a monster behind me!
The times that I win the game didn´t understood why. It would be something to improve.
Great entry, looking foward on this game. Congratulations!
So many positive comments for our art team!
Thank you for giving our game some attention. We tried to throw a lot of concepts into it and hoped they all worked within the time limits of this game jam. Some may or may not match 100% but we are quite content that the overall mood of the game has translated so well with our audience. We are hoping more positive experiences result from our latest patch of some looming bugs.
If anyone else finds things that crash or break the game, or have any more suggestions, please let us know. We will gladly address it and continue to make this game more immersive in the future.
Big ole Nope-ity Nope
Maybe one day we can have a "Kill It With Fire" stage.
Thank you for the playtest and hope you stay along for the ride with our updates.

I saw @cyzaine addressed this issue with another comment, actually-the comment had a screenshot almost exactly like this one (Though they were in OperaGX. I'm in Firefox,). From what I'm seeing, you guys are also being very proactive in attacking bugs and further refining and polishing your game, which is great to see! It's a shame that my run was stopped by a softlock, but it's Ludum Dare-they happen :smile:.
Overall, despite the bug, this was great work! I only critique I had was that the music started feeling repetitive after a bit of time.
My only gameplay suggestion (not sure if someone has already mentioned it--so much feedback already!) is to make the clickboxes on the objects a little more generous (larger).
@alks We are super blessed to have such great artists on our team! Thanks for playing our little game.
Now I will have nightmares at night!
Sorry about your dreams tonight. 😔
All else fails, don't fall asleep 😉
i rarely enjoy games where you are chased by an unstopable beast but this one was kinda fun for being relatable. also thats some fantastic creature design its gross and unnatural, perfect.
You are so good doing art for games, you should a full game!
Congratulations guys :D
@gabriel-dias-oliveira-de-almeida I'll make certain the artists see your glowing comment!
@radmccool We really liked putting the references in, and hope to put a few more in before the rating period is over. While not our first Ludum Dare, I feel we are better engaging with our fellow devs this year, and the discussions and easter eggs are something I'm going to think about fondly for quite awhile!
I loved the creepy pixel art style of the game, the different creatures and their animation was really immersive and well made.
The gameplay was very original and the sanity meter and visual hallucinations reminded me of the Don't Starve game :)
@zimny11 I think that is a cool idea you have there and in our next idea session, we can see what we can do about finding a way to implement that as well as some of these other good ideas presented by our players.
@revetoon You are so right! Several of us really adore how charming Don't Starve is and we have joked a few times on how our assets closely felt like we were playing a different dimensional version of it.
We are hoping to do more work on this game so if you are interested to see its journey, give our itch.io page a follow and it will keep you informed with our updates.
Thank you again to everyone who has given Somnipathy a place in their day.
Loved the theme take and original gameplay.
The art was top notch, and I enjoyed having to run away from some HR Giger-like monster.
The icons that pop up were able to be selected as they were spawning, so could click all of them before they became large. Not sure if that's intended, but made it a lot easier to get past the blocks.
Not too much I can say other than great effort and execution, got fourth on the LB!
The gameplay gets repetetive after a while, but not for long cause the sleeps starts chasing you very fast. Nice visuals overall, though sometimes they felt really inconsistent... but I'm guessing it was made on purpose to give this retro point and click vibe.
Overall a very nice job :heart:
I was streaming my playthrough of your game! Here's a recording in case you'd like to see it https://youtu.be/hPPKMGZGGDs
@caudatecoder Thanks for giving us a play with your intense list for your streams. We had a lot of ideas we wanted to implement into the game and we did what we could to include them without running into some functionality issues. Time will always be a factor of what gets included and not in a jam game and we are extremely excited how this one turned out.
@kazuren I'm happy you like the gameplay overall and us on the art team appreciate your kind words. It is extremely encouraging.
Thank you for leaving your feedback and we hope to give you more updates on the future of this project soon.
Truth of the matter is we have a lot going on and we wanted it to be a play on how Aggy is feeling mentally. Unstable and off kilter. As she states further on the difficulty "i don't even know what's going on anymore"
:)
We tried to keep the controls simple so anyone could just jump in and play without being bogged down with cumbersome things they need to remember just to test our features out.
Glad you liked our creepy atmosphere for the game.
@drentsoft Thanks for taking time out of your day to stream us and some of our other fellow LD50 jammers.
If you have really enjoyed our game, you can follow us on itch.io and give it another go when the rush of playtesting everything dies down.
Aggy shall be here waiting to see you again.
@cakts @vixenmink is our 1 person community outreach army. Thanks for enjoying it all, and thanks on the feedback. We'll need all the critique we can get as we push this project forward!
This has got to be the most amount of people I've seen work on a single entry, and this is pretty good, though somewhat lacking in content; or maybe that's just MY standard of expectations not being met. Either way, great job from all of you!
Okay, never tried ketamine or something like this, but maybe that's how ketamine overdose feels. Great submission!
I wasn't too fond of the graphics and the music, personally. Not that it didn't fit the style of the game, but that many things felt/looked out of place, and not a good way that I was expecting from a sleep-deprived hallucinatory state. Instead, much of the art felt like it was collected from different sources that didn't fit together: quality pixel art for the locations, stretched low-resolution PNGs for some of the items/characters, quickly slapped-together pixelated interface. While I tried to understand that it's supposed to convey the "I've stayed up for 3 days straight and I'm hallucinating", it didn't make me *feel* like that's what it was trying to do, especially when the promotional art, the main character and the monster is really high quality and consistent with one another. In terms of the audio specifically, the soundtrack felt a bit "flat", like more of an afterthought than a conscious decision.
That being said, for a jam this was great! I think that this was a very unique experience that would be unforgettable if it can be executed perfectly given lots of time and resources. I think this idea has commercial potential, and can be made into a horror experience like no other.
Our team did have 3 artists, and only 1 with extensive pixel art background. Unfortunately that means we lost something in consistency and tried to place them in a way that would maybe work with the dream/sleep deprived themes and atmosphere. Given the feedback I think we either need to execute that better, or more likely, get consistent.
Audio was tough. Our 'sound guy' wasn't able to help this time, so it was matter of chasing down creative commons appropriate sound effects and loops for a couple days, and then trying to put together some sort of sound scape. I think it came out pretty ok to the average player, certainly serviceable, but the lack of polish in the audio is definitely a high priority for us moving forward.
Thanks again for the time playing, and the time reviewing. Its appreciated!
The art is amazing and I like how it shows you the trail of your steps, walking around the house and allowing you to make a mental map is a good idea to keep you engaged. I think music could help to increase the tension, but the sfx goes perfect with the game.
I would have like to have a more real impact to coffee, like moving faster or been able to quicly cancel my walk and move to another direction, or ways to defend myself a bit from the giant creature.
I loved the Alice in Wonderland cat and the sentence: "kitchen, that's where coffee lives" will be my new phrase.
Love your game super fun and the art is beautiful. The music also fit well. I think some sound effects would have helped being attached to some of the creatures. Also the UI was a bit tough to read sometimes. For example I didn't even realize I had an alert bar until like 5 minutes into the game. Tool tips might help as well to know what the goal is in the game. Really great and had a lot of fun overall.
Like others have said, the look, sound and mood were great. I could have maybe used a bit more direction as to "what the goal was" as I got the idea that I was supposed to do stuff until I'd want to get to bed, and after 1000 points, I thought I would "finish the game" but there was no finishing it after all, so I let the "sleep demon"/"monster" drink my sanity away? I guess that's what it did? :smile:
An enjoyable and well crafted game nonetheless!
@syafire Thanks for the compliments! I watched the stream and it was really fun seeing you play through it. Especially appreciated your art critiques.
I think the threat of the monster was a necessary ingredient to making the whole game work. It needed to be visually scary, and it needed to do a fair amount of damage once it hit you. This added to the perceived difficulty of the game and immediately makes you stop playing lazily.
I thought the gameplay worked very well as a result. It's sorta a logistics game where you have to quickly figure out how many phones you can grab, if you should pick up any energy boosters through your route, and most importantly, can you do it without getting tagged by the monster. Since you have lots of rooms, each serving as its own puzzle, the game kept me really interested from the variety of layouts to consider. Some of them were especially interesting like one that was shaped like a 3-pronged fork, with phones in each prong.
I'm a little glad you were generous with the energy boosters as it let you take your time more if you want. I personally just blitzed through the stages if I could, resulting in leaderboard 40 which probably isn't great lol.
Anyways, I think the concept works pretty well and the monster chasing you is the highlight and is implemented well. Gratz for fielding a big, solid team and managing to rate so many games with meaningful feedback and not just spam!
Played it on stream here: https://www.twitch.tv/videos/1456566145
You feeling like you were going through a dream or almost fever like experience is excellent and how we wanted to display our interpretation of how one would feel the longer they stayed awake.
~~With that 1 star for theme, it is possible we were unclear on stating it but our theme was the inevitably of sleep so doing all of the things such as collecting phones, watching tv, and running around the house are all ways people delay sleep of all ages.~~
I rewatched the stream and saw it was innovation and not the theme you disliked.
"We all must sleep ... eventually" ;)
We have added your feedback to our ideas list on how to improve out game for when we try to focus on a full game. Thank you again and Happy Easter!
We are always trying to improve upon hearing feedback and did want to hear your ideas on how we could improve our game's innovation. What types if elements would you have added to this game to make it more innovative? We had added a few things to try to make it different from any other game related to sleep but one basic one was the 'win' state on actually allowing yourself to succumb to sleep; making it positive vs. death, etc.
You don't really have to but I always felt that is what the spirit of these game jams are about; to hear back from the public what is working, what isn't, and possible ways it could be improved.
Thank you again
I'm the kind of person who definitely struggles with revenge bedtime procrastination, so Aggy's struggle really hits close to home. And there's something special about the important things that still need to be done often being things like updating your dating profile or liking a photo. Maybe it's just a joke, but it also feels like a critique of these artificial deadlines and pressures we put on ourselves.
I'm a big fan of nightmare fuel and creature features, so kudos to whoever designed the sleep demon. That's going to live with me rent-free for a while :sweat_smile:
I like what you did with the game over screen. My initial reaction was, "dang it, I lost," but then I saw the screen says, "you win." I think that's really nice, and it comes away with a positive message. So I guess never mind the leaderboards, the best way to play this game is to just go straight to bed.
Thanks for letting me play your game. I really needed it. :smiley:
@Preboot We have been working at trying to balance the game's challenge along with how fast Aggy moves in the game and hoping when we aim for a full-game release we can find a balance for her speed.
@dustya29 We were hoping to give off a creepy vibe with the visuals and our main pixel artist was quite spot on for Aggy and her lurking creeper.
Heck, those eyeballs lurk in the back of my head rent-free when I went to animate the gif at the top of this game page, @bougiebirdie. We played with some ideas on what message to leave the player with when it was Game Over and I am glad its positive message translated to you.
I think we all can relate to sleeplessness, deadlines, internal pressure, questioning ourselves and our actions, and coming out on the other end better after having some rest (and possibly food).
Thank you again for your feedback
I feel the interactable objects could have had a slightly bigger collider.
Good job!