Dreamer's Depths by Kraemahz
It's a 2D platformer with modern mechanics. Short: 3 levels 1 boss fight. Story driven: it s about dreams and greek gods.

The 1.1 build fixes some volume issues and changes the level restart to not send you back to the menu to save reviewers time. The original links are below:
1.0 Linux: https://drive.google.com/file/d/1vjzKkQw_23DUfYPULEfLPcI6bGu8xNMm/view?usp=sharing 1.0 Windows: https://drive.google.com/file/d/1Das-Z1kl6lPLaSBiyjfW6d8YziYaf1QW/view?usp=sharing
| Godot 3.2 | https://github.com/kraemahz/ludum48 |
| Post-jam Linux build (1.1) | https://drive.google.com/file/d/1HFACzSeIfu0ZvVXY9N8a68pP3IBuxWPb/view?usp=sharing |
| Post-jam Windows build (1.1) | https://drive.google.com/file/d/1z4ZR1Lw0Xzsr518jFdAUjtQ4I1h3pX7t/view?usp=sharing |
| Post-jam Mac build (1.1) | https://drive.google.com/file/d/1US0WfYGWxniK8VfNFGwH9gsf6lpFek7T/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/dreamers-depths |
Ratings
| Overall | 761th | 2.972⭐ | 20🧑⚖️ |
| Fun | 596th | 3.083⭐ | 20🧑⚖️ |
| Innovation | 679th | 2.806⭐ | 20🧑⚖️ |
| Theme | 799th | 2.833⭐ | 20🧑⚖️ |
| Graphics | 775th | 2.694⭐ | 20🧑⚖️ |
| Audio | 624th | 2.639⭐ | 20🧑⚖️ |
| Mood | 567th | 3.056⭐ | 20🧑⚖️ |
| Given | 25🗳️ | 21🗨️ |
The placement of the hearts is on-point. I was just barely at low health when I got to them several times. Props for that.
It's kind of tricky how going over even a really small hump can cause you to become airborne. There's one spot in the second level (where you double back to going left) that's especially difficult to navigate because of that.
The dash jump mechanic just felt really good in general (art+sound+momentum). I like how the first level had plenty of opportunities to do it by accident before being formally taught about it.
Music was fine, graphics work well. I think you need the other half of the walk cycle because when only one leg ends up in front it looks like the character is limping along. The character looks and animates nicely though, in spite of that, so nice job! :smile:
I also would have liked to see some checkpoints or something in the game so a game over didn't take me all the way back to the beginning of the game. I actually got stuck at the beginning of the third level where I baaaaarely made the large jump and landed right on the corner. I then slid off the back and lost a heart. I respawned back onto the same place and immediately slid off again. Repeat 3 times and game over.
I think you can speed up the crows also. They mostly just require waiting around for them to pass harmlessly over your head.
I really liked the movement in this game. I'd be interested to play it if you get a chance to polish it up a little. I get the overall impression that you were about 85 - 90% of the way there and ran out of time.
I appreciate the tool I was using to make the ramps since it made the game possible (https://github.com/SirRamEsq/SmartShape2D) but it had some really sharp edges around quick content creation that made me cut a bunch of level content due to some of the automation breaking pretty consistently.
My animations definitely need work, this was the first time I ever did pixel animation :laughing:. And sorry you had to do it all over again, I didn't have time for polishing but I figured it was such a short game resetting wouldn't take that much time since you had already seen most of the obstacles.
Also, good to see another Godot user. :fist:
As for the technical details: sometimes touching nearby enemies does not count, and the game does not take a life for it.
From the point of view of writing the script, it is not very good that the character at the beginning breaks through the fourth wall when he names the keyboard buttons. This destroys the viewer's belief that the world on the screen is real, and prevents immersion in the story. It is better to separate the hints for the player from the direct speech of the character. Unless, of course, the break through the fourth wall is used to deliberately create an effect. Like, for example, in «Deadpool» or «Fight Club».
The easiest way to make the text visually different for telling the story and explaining the controls is to use different colors and / or fonts for different types of information. You can also select a different location for the hint, such as the center of the screen. You can do it differently: provide an explanation of the controls on a separate slide, where there will be no replicas of the character.
The graphics is generally good. Some objects can be more precisely adjusted to each other, because they are not made in exactly the same style. For example, the menu is very different from the images inside the game. The face is drawn quite realistic, and the character in the game and the landscape are more stylized and more cartoon-like. The background on the level is not perfect for the game objects and the ground, because it is more detailed and similar to the photo.
I think it would be great to additionally add a parallax effect to the background by breaking the background into layers. This will add depth to the environment.
In general, the game turned out to be interesting. I liked the connection with Greek mythology and the gods responsible for dreams.
It felt good to dash up a shallow slope, especially when it wasn't the clear intended way to get through the level!