I loved the sound design so much, effects and the end credit music was great :) Loved the vibe
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Visor's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #9 | 4.000 | 4.000 |
| Execution | #12 | 3.650 | 3.650 |
| Overall | #22 | 3.610 | 3.610 |
| Enjoyment | #24 | 3.450 | 3.450 |
| Metroidvania | #35 | 3.500 | 3.500 |
| Relevance to the theme | #38 | 3.450 | 3.450 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Monochromatic and simlified graphics with color as a major gameplay element
Team/Developer
Appleheadd_, DuChomp, Saucerpan
Reference info
Discord Accounts: appleheadd / duchomp / saucerpan
Comments
Now this is a cool game! The vibes are on point, this kind of moody grayscale world feels quite inspiring, and really highlighted the red/blue blocks. I occasionally had issues not parsing the difference between a wall and a background, but overall I think it works well.
The core mechanic is neat too, you squeezed quite a bit out of it. I think it could work well for some more puzzly levels too, there’s some potential here if you’re interested in working on this project more. I felt a bit disappointed there wasn’t a sort of final test of the mechanics, but perhaps it’s for the best those mechanics were relegated to optional content. I did manage to find all the cats, pretty neat how many secrets you managed to squeeze in. Nice work!
Thank you! We did put the more difficult challenges we came up with for the optional content just so casual players didn't feel punished and not able to complete the game. Glad you were able to overcome them all, I still have difficulty with them lol The ending rooms are just a standard platforming obstacle course, but perhaps involving the colored blocks more could have been a better thematic end with the mechanic
Really cool entry! Found a couple friends and the credits. I like the visor mechanics, simple but effective. My very part is just the atmosphere, and sound design / music, really great vibes. The visor toggle noise was especially nice.
Few small notes: for playing on gamepad, give the option for visor toggle on the bumpers, would be much easier to execute some of the platforming. Some background tiles were nearly as dark as the black foreground tiles, which made parsing where to go next pretty tough. And IMO if you switch visors and you freeze yourself in a block, I think it'd be nice if it just pushes you in *some* direction, like on top of the block if applicable. But I know that would be programmatically complicated since there's a lot of different block configurations / collision scenarios.
Overall really great job! Hope yall continue working on it
Great aesthetic and overall delivery! I can feel the Rain World and Animal Well vibes coming off as I play, with the moody background art and statues and all. Committing to the greyscale palette to let the blue and red stand out was very clever, and quite stylish. The sound design and musical choices matched up well, though for some reason my jump sound effect stopped playing at some point. The mask also just makes the main character look like a geared up explorer.
The movement feels tight and responsive, props for getting the wall jump to feel right. I had a couple fun moments of trying to figure out when and where to toggle the lenses, and it plays pretty nice for dexterity challenges too. It's only now that I notice there were no enemies or combat, so it really held its own off of the platforming, navigating and puzzling alone.
I had a few hiccups between otherwise smooth progression. It took me a really long time to not parse the wall jump section before the red lens as anything other than solid wall. Probably has to do with how the indoor areas feel like they have this darker background, while the outdoor areas only have brighter background. Mixing in the dark background is a bit confusing to look at, even if it's contrasted with the while pillars and the fact that it's already passed through before that section.
I don't know how challenging the optional stuff should be, but wall jumping off of the blue/red stalactites I could not get down for the life of me (not typically bad at platforming). Seems tunable enough, with just changing the length of them. Cool concept though. Found 3 of the other cuties, fun approach to doing bonus collectibles/secrets within a jam format.
Glad the movement and wall jumping felt good! It took 2 of us and 15 different variables to fine tune it just right lol We knew how important it was for the overall game feel.
We have been getting a lot of feedback about the tiles appearing as foreground/solid elements, its something we will be conscious of in our sequential projects (or even continuation of this one!) For the optional challenge areas, we wanted to push the mechanics as far as we could and threw whatever at the wall. We tried to cover a range of players, from keen-eyed explorers to expert platformers. Even if something is optional, we found players getting frustrated by having to give up and move along because they couldn't get past it; there's a sweet spot to challenges that we could hit closer on the mark for.
You definetly get plus points for the easter egg!
I like the core gamplay and also overall, the movement feels very smooth. The only issue I faced while playing the game was that you sometimes had some really tricky jumps, which felt tricky in a sense of being unfair, e.g. when jumping while you are directly under the ceiling or jumps where the platform you have to activate by using the lenses is at the max-jump-height/length. Other than that the art style was great and gave the game a very unique atmosphere.
Cool game. :D
i really enjoyed this! it gives off a rain world vibe, and the level design was great too! just have one really minor feedback, but the art of some platforms/walls gets a bit confusing with the background sometimes(nothing that expoils the experience though) but overall really great!!!! ps the cat was cute
Thanks! Yeah I'll definitely be lightening up the backgrounds a bit and making the transitions to new rooms more noticeable in future builds, had a few people have trouble with it haha. Rain world was actually a pretty big inspiration for the environments and the ambiance from our musician. Thanks for the feedback and glad you liked the cat! lol
I think this was pretty cool, I did get stuck because it wouldnt let me use the visor switch while moving left in the air, wierd cancel out idk. The art is amazing, and I love the environment. I think the theme could've been done a little better, but it was pretty good overall!
We have had some REALLY bizarre issues that seem to happen on computers other than the ones we tested on. Perhaps an issue with the HTML export or some oversights in how certain hardware would handle the game ¯\_(ツ)_/¯ But the downloadable version has been pretty consistent with performance and minimal game breaking bugs if you would like to experience it in the intended way!
You should check if your keyboard can actually detect those keys pressed in combination. https://drakeirving.github.io/MultiKeyDisplay/
Really fun platformer! I loved the use of the vision goggles and the dynamic music, both added a lot to the experience. The timing-based moments were especially fun. Overall, this is a genuinely great game.
I didn’t see the theme come through as strongly, but even so, the game really shines. There are a few minor bugs, like how easy it is to glitch into walls and get stuck, but honestly they didn’t take away from my enjoyment.

I really loved this game, and amazing work to everyone who made it. I hope it gets a full version someday because it absolutely slaps. Big pat on the back to the whole team!! it's unique and has strong early 2010s vibes!

Good entry there is a lot to like here
first getting some nit picks out of the way:
The controls could be improved, joypad support would just take L1, L2 added to toggle the filters, and playing preferred (on keyboard) WASD left it feeling very cramped to toggle the filters - especially as some of the jump toggle filter and toggle back before landing required quick switching. It took me way longer than it should have done to get back out of the blue filter area.
Also some of the differentiation between what is solid and what is not is hard to parse, again I spent way longer than I should have missing exit points (especially in the roof) where I could get to a new room.
on the positive sides, it's clever. it looks great, interesting mechanics, and I found a picture of a cat. All in all the positives far outweigh the negatives.... only got as far as collecting the red filter so far, (during the limited time I had for a lunchtime play), but putting it on my list of ones to play longer when I have more time.







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