Play game
hypnopomp's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1 | 4.268 | 4.268 |
| Gameplay | #2 | 4.268 | 4.268 |
| Polish | #5 | 4.293 | 4.293 |
| Overall | #8 | 4.029 | 4.029 |
| Judge's Pick | #12 | n/a | n/a |
| Art | #58 | 3.634 | 3.634 |
| Theme | #61 | 3.683 | 3.683 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Action
Fast paced Gameplay
Leave a comment
Log in with itch.io to leave a comment.





Comments
Awesome effect with the tiles triggering notes! Went along with the music super nicely. Great concept, and executed so cleanly!
Nice game! I love the concept and it makes for some really cool puzzles! I also really like the background music; it fits really well. And of course, I have to appreciate a good lamp reference lol. It's also crazy that it works on an actual Gameboy!! To be clear, I didn't test it, but I'm going to take your word for it. The last level was too long in my opinion, especially since you could only see a tiny portion of the level at once, which made strategizing pretty tough. The length also means that messing up during the day phase is really punishing and it was difficult to remember where everything was. The size definitely made it stand out as the final level and it was still fun, but I feel like the effect could have been achieved just as well if the level was half the size with half as many lamps. An in-game tutorial would have also been nice, but I understand that with the time constraints its less of a priority compared to everything else. On the bright side, your description on the game page was really clear and the controls cheat sheet was super helpful! Overall, great game with a great mechanic!
I would totally play this on my Game Boy. This is so cool!
"What are you doing up here?" I thought I beat you at your own game, but you already knew someone was gonna do this. I love this entry and In assembly!? absolutely unhiged haha
Hi! :)
The gameplay feels incredibly polished and the player movement is excellent The dash and wall-jump mechanics are super smooth, and the dynamic between the slower night sections and the frantic, speedrun-heavy day sections is just a genius loop. :D
The way every block you step on plays a musical note to match the track just tickles the brain in all the best ways.
The fact that you managed to build this for an actual Game Boy is so freaking cool and impressive! The art is super charming, and the little details like the glowing lamps and the particle effects following the player's velocity really show how much love went into this.
Overall, a truly amazing and stellar entry. Thank you for making it! :)
Wish you all the best and good luck!
Great game! I find the controls uncomfortable, I think there should also be a "modern" version. I personally don't like needing to look up to jump higher, more of a hold-the-key-down guy. I wonder if, for the lamps, they could light up the player like they light up the background instead of the current binary. Some explanation(tutorial) of the game would be pretty sweet, as I found myself disoriented even after reading the reviews and expecting it, perhaps a cheat sheet of the controls somewhere, as well as some kick ass lore to complement the game.
Extra points for making it for Game Boys, 8.5/10; easy 9/10 with more comfortable controls.
Thanks for trying it out, and for the comment! Just to be clear, though, looking up does not make you jump any higher; jump height is purely determined by how long you hold the jump button down. And the lamps do light up the player a little bit when you're right next to them. And I tried to include a description of the mechanics and a little cheat sheet of controls on the itch page description, but maybe it could be more detailed.
I totally agree about the lack of a tutorial; that's one place I really wish I could have done a better job. I personally found it much easier with a gamepad (or on the actual Game Boy) than with the keyboard, but maybe that's just me. Thanks again for trying it out!
Well, I'm too much of a youngin to have a gamepad or Game Boy. That is very interesting. I was sure that looking up made me jump higher and not holding down, but now that I have gone and measured it, that is correct my bad. I wanted to double-check before posting the review, but I thought, whatever. I do know about the lamps lighting up the player; when I said "current binary", I meant more so maybe having the player be lit up like the background is by the lamp. I prefer things like the controls to actually be inside the game. I find that putting it in the description makes it far and stuff.
Love the feel and sound of this one! Currently getting hung up on level 4, but there's an addictive quality that means I will definitely come back to this one to keep trying.
Thanks for taking a look, and for the comment!
If you want a hint, what I would suggest for level 4 is to go a little less than full speed during the dream part, and make sure to tag the vertical walls on both sides of that middle part so that you can wall-jump back and forth to make it back to the top level during the day (if those walls aren't available during the day, there won't be a reliable way to make it back up to the top level).
This is so cool!!! Very impressive both technically (o7 for assembly in a jam game) and just overall, the gameplay feels super polished, the audio is great and brings a lot to the game, and the simple mechanics come together to create some really interesting puzzle elements combined with the platforming. Took a bit of trial and error to figure out the day/night changes at first, and some of the later levels took an almost embarrassing amount of tries, but I found it really enjoyable lol :). Cool to see a game that knows exactly what it wants to be and does it well. Super awesome that it can be played on a Game Boy too. Great work!!
I think it’s incredible that you managed to achieve such great platforming juice in a Game Boy game. Congratulations, seriously. I absolutely loved it.
Wow, this is amazing! I love that it's really capturing the Game Boy feel and it has such nice art :D
GODDAMNIT, truly madly deeply wonderful, the gameplay feels very polish, excellent player movement and it makes me feel relaxed, also the music is awesome btw I like how every block you pass on makes a note UwU. (idk why but your little dot reminds me of my little Cubius I guess they're cousins lol)
Wow, I know that audio isn't usually the focus on game jam games, but this one is soooo good. I rarely give things 5 stars in a category because I think they have to be truly flawless in that category for that, and this absolutely does that. I LOVE the way that a note from the track plays each time I activate a tile and can hear the song play out as I run because of this. It tickled my brain in all the best ways. I also love the idea behind the game, very on theme. The gameplay and controls were very responsive (although my left arrow key kinda sucks so I will definitely come back to play this on my laptop later). Art was very cute and fit the gameboy and b1t jam style. Overall, EXCELLENT entry for the jam, one of my favorites so far. Well done, you should be very proud :)
Great job. this cover photo is doing you a HUGE disservice I was genuinely avoiding this entry until you played our game, now it’s one of my favorites. I like that you made it a game boy game, I like all the qot UI and all the polish this has to be one of the most polished games here. onto the feedback half of the sandwich: the gameplay mechanic IS cool it’s just that I wish that something in the dream half of the level made you have to go faster, because otherwise it’s just a game with the twist of “you have to inconveniently touch stuff so you play the exact same level again just without the touching and a bit faster” another thing that would have fixed this is if the morning levels’ collectables were in different places than the night alternatives. even if visible by both. because then it would feel like somewhat of a fresh experience. and then the post feedback compliments bun of the sandwich: though it’s not too loud, it’s a very polished and wellmade game, the player controller feels perfect and reactive, the game runs smooth, the level design is great, I don’t think it has any weak points. goodjob!
edit: wohooo new cover art
Overall,it's a very good and addicting game
Theme: Lamp. (5 stars)
Gameplay: First playthrough was alright ,but found it kinda boring. (was gonna give 3 stars) Though after trying to beat levels as fast as I could I found it MUCH more enjoyable and can see myself trying to beat records when I have time to kill ( 5 stars)
Art:I don't think it's the most impressive compared to other games. (3 stars)
Audio:I like the way the audio speeds up when it become daylight,making the song much more intense and nice + some nice sound effects (4 stars)
Polish: Well,it's polished alright.I especially love the particle effects in the background. (4 stars)
That was SO COol to know this actually runs on a gameboy. My review of the game has that in mind, because the difficulty for me *right now* was too high to beat in one go. But for a authentic GB game.... that'd be perfect!! The first few levels were so fun to play that's basically what old nintendo GB games were designed for -- super fun satisfying mechanics and a few easy fun satisfying levels, then ramps up to impossible difficulty with ornate discovered teleport mechanics. That part with the teleport room was so cool!
I also enjoyed the nuances of the jump dash and walljump, it all felt really good to control. I got a bit frustrated towards the end with the precision and memorization needed but i still had a great time overall!
Amazing game! Every aspect is top notch! Great job!
Stepping on blocks and having them make music is an inspired choice
Another GOATED Game Boy Game!!
ദ്ദി^ᴗ ̫ ᴗ^₎
this might rival Celeste Classic for me as a game i can see myself replaying years down the road if i've ever got a few minutes to kill. i don't have a ton to say outside of this being a simple but interesting idea, executed perfectly. the fact that a balance between the cerebral feeling of a puzzle platformer and the frantic energy of a speedrun game is a dynamic that's baked into the 2-phase gameplay loop is just genius.