Play game
in a daze we sleepwalk's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #1 | 4.600 | 4.600 |
| Overall | #6 | 3.893 | 3.893 |
| Sensory | #6 | 4.133 | 4.133 |
| Relevance to the theme | #11 | 4.133 | 4.133 |
| Execution | #22 | 3.400 | 3.400 |
| Enjoyment | #38 | 3.200 | 3.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
a whole metroidvania in one screen! the idea was to play "in the map" instead of using the map to guide
Team/Developer
noppeLabs
Reference info
https://bsky.app/profile/noppelabs.bsky.social
Leave a comment
Log in with itch.io to leave a comment.







Comments
Visually super impressive. Fantastic animation. The mechanics themselves are interesting, but something about the whole experience feels very unsatisfying. It just might be because of how zoomed out it is. It's probably easily fixable with more time. I enjoyed it overall.
I will update this review if I have time at the end. I want to play more of the games that still need to get over the median.
Loved to see another implementation of the “one screen” idea! The art style is very unique and detailed. Personally, the dark environments with brighter characters are quite easy to read, and together with the sporadic music, they make for a truly bizarre and haunting experience. The main character is very cool and extremely well-animated, and the little cutscenes when collecting powerups and at the end really give her a lot of personality.
The array of powerups and items is quite impressive and creative. The switching mechanic took some getting used to, but all the abilities feel fun and satisfying to use. The star ability was my favorite, being simple and effective to use, and I also loved the ability to find hidden objects by zooming in - it really added a lot to the feeling of discovery. However, I think the base jump could be a teeny bit higher, as it feels like you can just barely make the 2-tile-high jumps that are expected of you.
Shooting and deflecting is also nice and has a great sense of feedback, though the enemies do take a while to put to sleep. Combined with the fact they wake up eventually, it often feels like it’s better to just run past them. On the other hand, I certainly appreciate the ability to slow down bullets, as it helps even players with skill issue (me) pull off the deflections!
The map is fun to explore and has a truly impressive amount of content and secrets packed into a single screen. It does lead to the issue where it’s hard to see things at the farthest zoom level, while the closest zoom is a bit too close. The UI being part of the map itself rather than its own screen layer was also a bit confusing at first - it took me a while to find the health bar, and I initially thought the matchbox icon was an item in the level.
That said, it was awesome to see so many secrets and optional interactions. All the unique NPCs really make the game world feel alive, and finding and talking to all of them was definitely the best part of the game for me. The stalker interaction and the camera “powerup” were absolutely hilarious, and some of my other favorites were the witch and the construct (definitely a very relatable NPC…).
Overall, definitely a top contender for me among the entries I've reviewed so far. A very polished and atmospheric game that captures that dreamlike vibe perfectly, and a great idea and interpretation of the theme (and I’m 100% not being biased saying that)!
Enjoyment 4/5: while I really loved the way the game felt and especially loved the shooting ability with the deflection, the lack of coyote time made platforming very frustrating and very unforgiving.
Execution 4/5: the game is very well made, just a little rough around the edges.
Sensory 4/5: the atmosphere and visual style is just simply perfect, and the eerie rumbling ambience uplifts it to a whole new level. The only problem was the game being zoomed out so much made it hard to enjoy these things.
Metroidvania 5/5: classic metroidvania things. You're left to your own devices and there's gates with ability requirements and all that good stuff.
Relevance 5/5: the whole thing is in one screen. What more is there to say?
This game has a cool aesthetic and an interesting gimmick. The different projectiles corresponding to the different abilities looked quite nice, and the enemies and little friendly creatures/NPCs scattered about were pretty cute. However, the game being zoomed out almost all the time made it hard to appreciate all that. I had to play in fullscreen simply so I didn't strain my eyes as much. Also, it's sometimes hard to tell dark tiles apart from the background. Maybe making the background a bit darker could help with contrast.
All that being said, the metroidvania/exploration aspect of this game was pretty fun. Progression felt relatively loose, but never to the point where it was too hard for me to figure out where to go next. And judging by the pause menu, there seems to be a few items I missed, which is cool. Although, there was a weird moment where I managed to get the "Sundance" ability without obtaining the dash first, which resulted in me being stuck in the room where you get it, forcing me to respawn back at the start.
I also liked how the zoom ability you get later on lets you see things that you otherwise wouldn't see. You can even see extra little details, like how the player character's eyes turn yellow when using the star ability. It does feel like it should be something you have from the beginning though, especially due to visual strain I mentioned earlier.
The music is... certainly minimal. There's very little of it, and the little that is there is rather discordant. It's not exactly listening material, but I suppose it does have an uncanny vibe that befits the game.
There not being a sound when taking damage felt weird and made it hard to tell at first what was going on.
Being able to gain height by deflecting your own projectiles was pretty cool. It's what I used to get the Sundance ability early. I also thought it was kinda neat how you have to deflect the projectile to switch abilities, although admittedly it was a little inconvenient at times.
The projectile also felt kinda weak vs enemies. Feels like the enemy health should be reduced a bit, or maybe give the projectile a damage increase for each projectile ability you have, instead of just with the star.
The game overall was pretty fun (but maybe a little jank), only major issue was the zoom thing.
Amazing sensory rating. Shame that we can't really observe the assets more closely. Speaking of which, I'd say a metroidvania in a single screen is an amazing concept and I fully cheer, unfortunately in practice it gets weaker. It's sometimes hard to distinguish elements on the screen, especially with everything being in essentially the same tones. Add to this the platforming phases of the games and it can quickly get frustrating, since it's hard to make precise calculations based on the limited visual info you have. Apart from that though, I give all points on everything else, you did a great job.
Really cool aesthetic and some neat ideas with the changeable shot speed and recoil based platforming, but I found the game just too finicky to get very far. A lot of it was just how damage was handled, having no feedback or iframes on hit often left me low on health from enemies without even realizing what had happened and the spikes working by just trapping you inside them while they slowly ate at your health was not fun. I also felt like the single screen idea was more detrimental than anything with the current implementation, it made it extra hard to tell what was going on since everything was so small on the screen and it never really gave me the feeling of "playing on the map" that you say you were going for. I feel like the game would've been much more playable zoomed in a little since I'd be able to get a lot more precision in my positioning just from being able to see a little clearer.
An interesting entry! I loved the idea to have the whole metroidvania on one screen. The art style and overall tone was well done. The ability to immediately warp back to the center at any point made backtracking a lot less tedious (and also possible at a few points) than it could've been.
I think the most immediate issue I had was a lot of the platforming ended up feeling frustrating, in particular any time I missed a jump and was just stuck inside of the grabby hands until I died. Not sure if that was a bug, but it definitely was the cause of the majority of my deaths. I don't think this game has coyote time but it felt like it definitely could've used it given how many jumps I tried to make and just didn't happen, leading to me falling into a pit immediately after.
The ability cycling by parrying the bullet is a unique idea, but in practice ended up feeling tedious when I saw where I needed to go and knew I'd just have to spend several seconds cycling through existing abilities to get the correct one to pass. The actual powers themselves were pretty cool, though.
Early on after I first got the starstruck ability, I think I somehow died during the getting powerup sequence, which led to me being stuck in that state when I respawned. I ended up needing to quit and restart.
I did end up finishing the game, and I think the game is pretty good! It just could use a little more polishing in a few places.
ooo thank you for your review!
just to adress the issues, but i think the jump was the thing that i received most complaints and im really sorry! specially on ledges, i kept trying to fix this thing that sometimes the jump wouldn't work, but lost so much time that i ended up giving up so i could finish the game.... but i'll try to fix it!
the bullet thing i should've worked a bit more in the idea... guess the game being a bit claustrophobic didn't help it at all...
and aaaaaaa i forgot to make the player not receive damage while getting a power up, my bad
but thanks a lot for having the trouble to finish it! gonna work hard to avoid this kind of issue next time!
An interesting entry! I loved the idea to have the whole metroidvania on one screen. The art style and overall tone was well done. The ability to immediately warp back to the center at any point made backtracking a lot less tedious (and also possible at a few points) than it could've been.
I think the most immediate issue I had was a lot of the platforming ended up feeling frustrating, in particular any time I missed a jump and was just stuck inside of the grabby hands until I died. Not sure if that was a bug, but it definitely was the cause of the majority of my deaths. I don't think this game has coyote time but it felt like it definitely could've used it given how many jumps I tried to make and just didn't happen, leading to me falling into a pit immediately after.
The ability cycling by parrying the bullet is a unique idea, but in practice ended up feeling tedious when I saw where I needed to go and knew I'd just have to spend several seconds cycling through existing abilities to get the correct one to pass. The actual powers themselves were pretty cool, though.
Early on after I first got the starstruck ability, I think I somehow died during the getting powerup sequence, which led to me being stuck in that state when I respawned. I ended up needing to quit and restart.
I did end up finishing the game, and I think the game is pretty good! It just could use a little more polishing in a few places.
I really like idea of a one-screen metroidvania, really cool idea! I also thought the UI and pause menu was really creative. I also thought the ball mechanic to cycle through abilities was pretty cool and unique. I was only able to get 2 items though. I got Sundance second (after Starstruck) and it feels like I got stuck/softlocked. As I'm typing this I definitely feel like I went the unintended route. I probably could've found a dash but I was able to 'levitate' by throwing the orb into the floor and timing it correctly. I could be wrong, but I could not figure out for the life of me how to use it. Also, there were oftentimes I felt like I had to take "unavoidable" damage due to where enemies were placed, and sometimes they blocked my Sundance despite being dead.
hello, thanks for playing!
but about the issues aaaa i think it was a big mistake in my part in guiding, there's some blocks you can break just to the right when you use starstruck, but you can only see which power required if you get another power(gravity).... and oh, you can also go back to the center if you press start and press the button, and you wont lose any of the items and stuff you got! (i really should've mentioned it in the tutorial...)
and yes, i'm having a bit of an issue with my collision that it kills dash and jump, but i hope i can fix it in when i update it... i'm really sorry for the trouble ;-;
Love the aesthetic, the dark tones and low drones contrast nicely with the brights! I'm also a sucker for the main character design and the design of the central room.
The squash-like bouncy ball combo mechanic is fun to play around with, I feel like it could've very well carried a game on its own. The literal last button presses in the game seem like a fun angle to explore further, in a Portal-esque sense, for puzzles or challenges of "how do I get my ball in this mode from this position?" Speed could work into that as well. Though in those cases, I'd suggest reducing the need to time the parry, as relative positioning would play more into it. Either way, fun playing around with the two main moving parts!
While I can see that tying abilities to whether or not your ball is in a given mode can add to an interesting juggling act, I don't feel like the game quite got to the point of exploring that under pressure. In most cases, it feels like a matter of toggling through to just get to the thing you need. A little bit of extra minimalism could be squeezed out by using the same button for each "ball-mode-ability", since only one is equipped at a time anyway, maybe?
I appreciate the use of the full screen as the map. (All the more when not accidentally clicking outside of it, oops!) Utilizing modern day massive screens like this makes for a nice breaking of how we engage with the hardware itself, and had me looking at different parts of the screen as though I was scrolling through the map using my eyes rather than the controller. Leaning into this some more and leaving behind the tab-to-zoom, to fully commit to the bit might uncover some more fun design space. Bonus points for making looking at the (mini) map into a fun spin, rather than a reluctant concession.
All in all, there's a lot of fun ideas here with strong potential of their own! I think the game could benefit from picking one and focusing more on it for a while longer, to explore how we can play with it. This many abilities in within the scope of a jam, while impressive, can feel a bit like you're either rummaging through your stuffed tool bag at each obstacle, or playing Simon-Says with the environmental cues.
oooooo firstly, thank you so much for your feedback! and happy that you liked the art!!!
i thought a lot about the parry timing, but since it was a jam and i wasn't sure about the median skill level, maybe i leaned too much to the big window; you can probably feel that i was quite spooked if people wouldn't find the speed desirable with the bullet speed in the scroll(kinda like the settings in rhythm games). But i want to rework it if i get back in this project!
yeah, i think the thing i'm regretting most in this was exactly about the power up activated by getting the bullet ): i don't think i'd change it overall, but wish i worked in some fun gimmick/puzzle that made it shine to justify it... in my head planning(shoud've never trusted it btw) i would have time to work on in, but the last two weeks went so fast i got quite desperate
OH! i was thinking exactly while working on this, if the experience would be different in a really big screen...? and the whole idea was to make it really detailed(art wise) when you zoomed in toooo wish i was fasteeeeerrrr but i'm happy you liked the mini camera!!! had a lot of fun implementing it(instead of doing the zoomed in art)! there's also a small easter egg if you scroll in the mini camera!!
but yes, i had a lot of ideas in my head, made it all half assed somehow and wish i had managed my time better... 30 days jam is a really weird experience, like it's a lot of time but at the same time it just goes flying . But im glad you liked it(i hope)!!! i had a ton of fun working on it!
after playing the game. i do find the gameplay very stiff. i was hoping that the character's maneuverability would have been a little more. the jump feels like i dont have much height and get trapped by the hands and cannot escape. the parrying mechanic reminds me of the Samurai jack gba game with the gemstone season mechanic (you done better ) but it also doesnt get very strong so i get up spamming the attack
i do think you are on the right course to the gameplay, just needs a bit more refinement for me.
the hands i should've put as instakill probably to avoid that feeling... and the jump was pretty difficult without a double jump, maybe should've put the skill earlier
i havent played the samurai jack on gba :O i'll check it out! but i really should've given more damage with the power up weakness, i put a 2x multiplier, but im dumb and left the base damage as 1 so there's not much bonus damage if you think about it...
but yes, i really need to step up my game design skills, im an "artist that doesn't want to draw anymore so im learning how to code" so im still struggling with everything... but thanks for your feedback!
The pixel art on this is gorgeous, especially the animation in the ending, very cool! I also really like the concept of everything being on one screen, and the fact that you unlock the “normal” zoom mode later, instead of unlocking the map view later, that’s fun. The “press Tab to zoom in” message never went away until I got my next upgrade, which I assume was a bug.
There’s a lot of cool ideas in this game, but I feel like they get in each other’s way a bit. The parry-absorb thing is interesting, but when you only really have to do it outside of combat, and there’s no penalty for messing it up, does it serve much of a purpose? In sections like the puzzle at the end, I don’t think the game would’ve been that different if the power toggle was just on a button. On the other side of the spectrum, the single screen sort of puzzly item application stuff was really fun, but the fairly simple spammy combat against enemies mostly got in the way of that.
It almost feels like you had two really good ideas, and tried to implement both, when I personally think it would’ve been better to commit to either one and keep things appropriately minimalist.
That being said, I did still enjoy this game, the little puzzlebox was fun to navigate through, and the NPC dialog made me chuckle some times, especially the guy complaining about Godot (that’s me, I’m that guy). Also, I have no idea what some of the items do (what’s the purpose of the camera? why’d I have like two fish?)
Overall, a really interesting game with a very unique vibe and very impressive graphics for how low resolution the sprites are. Nice work!
whoa, thanks for your feedback!!! yes, that message bot leaving was a bug, im really sorry!
about the enemy stuff, i kept thinking after the jam that if i commited to focusing on level design instead of trying to shove in a fighing mechanic would probably have been better... and at first the plan was to make the power up as a toggle, but maybe i should have justified at least once outside the battle itself(maybe w puzzles that require timing and stuff)
HAHA im suffering with godot tooo ;-; i still cant fix an area2D thing that eats up my jump.... and the camera thing was pretty useless, but the idea was to be able to see stuff zoomed in while zoomed out(like items and npcs) but i couldnt find a way to make thing invisible in my main camera but visible in the mini camera, so it only appears an exclamation mark when you approach npcs or levers(but there's not many too lmao)... gotta study more subviewport stuff! the fish... i couldnt finish......
i'm glad you liked the art!
but thank you so much for the feedback!! my last jam almost nobody played and gave a feedback(although it was really bad), so this makes me really happy! i'll try my best!
This game rules!! I really dig the art style and one screen concept, it sorta reminded me of Noita. It was really fun to make jumps by parrying bullets off the ground. The music and sounds also give a really cool ominous feel, especially when you light a candle. Some of the mechanics took me a short bit to figure out and I feel like Lunacy was maybe a tad underutilized but I managed to beat the game regardless, super cool!
thank you for playing! i planned a bunch more cool stuff for Lunacy, but had to chop it off because of the time ): and maybe i should've explained the power ups better too.... also I still need to play Noita! but thanks again for taking your time to play!!!