Cool idea for the slight variation in music for each side of the levels. Really cohesive sprites too, and love the palette
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Morphée's Journey: Memories & Nightmares's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Judge's Pick | #20 | n/a | n/a |
| Audio | #35 | 3.581 | 3.581 |
| Polish | #52 | 3.323 | 3.323 |
| Overall | #52 | 3.523 | 3.523 |
| Art | #53 | 3.806 | 3.806 |
| Gameplay | #59 | 3.194 | 3.194 |
| Theme | #59 | 3.710 | 3.710 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I was getting stuck in a few places (definitely a me issue), but I love the visual style!
I don't think the moon is feeling so good.
This was a good Kaizo platformer! Very pleasant! Restarts were quick and nothing was really too frustrating!
I love that you went with the whole nightmare/memory thing, allowing players to explore the level before they had to pass in a nightmare state. Each memory level also giving you a hint of what the nightmare changes could be! Good stuff!
haha nice kaizo!! I enjoyed getting past a few of them, very precise inputs and timings since he moves with modest speed and jump heights
The art style was excellent both in-game and during the cutscenes, though the two styles didn’t quite feel like they belonged in the same universe. When I first got into the gameplay, it wasn’t quite what I expected after the main menu (the sleepy kid) and the opening cutscene (the little cloaked wizard character with am ominous nightmare creeping up behind him)
the introduction made me expect shadows and monsters chasing me so the puzzle platformer was an unexpected surprise
But that was just a minor high-level critique because I loved the pixel art style of both parts, and in-game the style made the kaizo threats really visible. I had fun! But I got stumped on 5-2.
Great concept overall and perhaps a groundbreaking way to ease kaizo game difficulty if it was entirely optional!! :D
Fair points on art. I wanted the real world to feel dark and edgy, while the mindscape felt rounded and dreamy. This way, the player knew it was a new world. For game continuity, looking at it now, I could've tried to blend the elements better, even if they were different, but good points. I did have a moon in each one too to try and bridge that gap, but I covered up the window with the dialog box in the game hahaha. Quite a few comments made by other devs below might help you with 5.2 if you wish to finish the game. Either way, I appreciate you coming over and playing my game. Thanks!
I absolutely love this idea and the art work is really nice. I was too stoopid for the nightmare part of level 7 but very much appreciate a platformer with surprises :)
Very cool rage game/platformer with really pretty colors. I got stuck for awhile on the one where the door switches back and forth and I was about to give up when I saw the other button. Then I was able to progress and finish the boss at the end.
I thought the theme was incorporated pretty nicely. The gameplay, although I am not that into rage games, was pretty engaging and wasn't so hard that I got too frustrated. It was just enough to where the levels were hard but I still wanted to beat them. The art was really nice, I think y'all chose excellent colors for this game. This is maybe my favorite color combo so far. It was also cool that each level was more like 2 levels, but I was kind of wanting the day time levels to have some kind of effect on the dream levels. As it is now, they are so easy to solve that it feels so short in comparison, but maybe thats the point? I think you did a great job with level design as well. Each one felt like a different challenge, trick, or obstacle to learn and overcome. Well done! Thanks for making and sharing it :)
i think the minimal movement is enough, it is probably just general speed of the guy. Coyote frames on the other hand are not really an ability and platformer players kind of expect either them or a double jump to have better control on edges management (most platformer have coyote, but some like i wanna be the guy don't, but you have a double jump to compensate). I did not talk about it but yes, the care for level design is felt in the entry (and the repartition between memories for explaining and the twist / challenge in the nightmare is very cool)
Great game, I not a huge fan of rage games but this one was fun. The boss fight was nice and I loved the art.
Yeah, the hitbox was originally bigger but had to be shrunk to get past. In a comment below, I explained that I wanted to modify the speed or jump, but that would've changed how other levels played. I tried shrinking the hands, but it didn't give the same impact. So I settled for a large arm with a somewhat centered smaller hitbox. Thanks for playing my game and the feedback!
Such wonderful levels, the night version almost felt like Trap Adventure, I almost got stuck on Lucky level forever, and then there was a boss fight.
The GPU particle stutter was a bit annoying, the particle effect isn't even much visible, and the game only got web build. This only happen at the beginning of each level, but do keep this in mind in the future for any use of particle effects.
I like how simple the levels are while still being really hard. I kinda wish i could go faster though. also i noticed the audio restarts when you die. its a great game though
I went back and forth about whether to restart the music or not, but since we didn't do death animation noises, restarting the music helped you feel the restart of the level better. On the faster piece, I kind of wish I changed it earlier on, but if I did, I would've had to change distances on certain levels and undo a lot of work, so I held off on modifying it. At the boss level, I really regretted it. Good feedback I appreciate it!
Fun game, like the idea of switching. Was pretty frustrated at the 2 door level where one switched places. I thought I was going crazy, I didnt see the button behin th cloud for minutes :D
Keep it up! :)
cool game! I espcially like the art direction! But I got stuck on the "Cloud Falling" level, probably just a skill issue tho ✌️✌️😭
Like the color combo and art and music, the lag at the start of each level is pretty substantial though.





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