The game needs to improvo visuals and also to make controls more manageble ! Good try , keep working on it!
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How does the game fit the theme?
Player starts to accept what is happening to them and slowly begins to trust the mysterious voice. (see end screen for more info)
What code and assets did you not make from scratch during the jam (if any)?
- Game retrofitted from a submission for another game jam a month ago. (code, assets reused)
- Sound effects and tracks are not mine. (see credits in the main menu)
How many people worked on the game?1
Comments
I liked the story.
I didn't really enjoy that every time i bumped into a wall i would spin, but i managed
Very challenging and rewarding. Love it
I liked the controls, and the vibe reminded me of Kula world. I wish you'd spent a bit more time making the game a bit juicier but it has a lot of potential!
The way you turn around when hitting walls is both cool and a little confusing. It took me a while to get used to the controls, but the idea is good!
By the way, I managed to sneak or three levels by jumping on top of the obstacles xD
I’m not quite sure what to do. Well, it seems like I’ve defeated everyone!
The game is really hard to master, But the ending was worth it, I really liked the game But If there was more instructions I wouldn’t take too long to finish it.
Took me awhile to figure out that I could shoot and then I shoot all the bad guys and now I don't know what to do.
Just rated your game! I would be glad if you would do the same. Good job on your game! /jam/brackeys-16/rate/4951523
Full Explanation of my Stylistic and Narrative Choices will be explained in detail in this comment:
Every level is a stage in a person's mind. It starts off with clear progression, but over time, the mind becomes weary and uncertain, to the point where it might be hard to navigate around, thinking these confusing thoughts in your head. My original intention was for this to be a dementia/old age allegory, but I am unsure if that still holds up. The enemies, as one might speculate, are viruses. They are attacking your mind (using strands of DNA, eh? eh? like it?). You have the power to fight back (using lasers of course), or delay/distract their attacks on your body and mind (using clones). But inevitably, you will fall prey to their ferociousness,; that's just life. You also had the power of strength, but that power has faded due to the viruses and the fatigue; you'd notice this once you cannot move the wooden plank/door around to get to the portals. And once you reach that stage, you'd be greeted with the voice of a mysterious figure. The voice guides you, reassures you, encourages you, helps you move that piece of wood. They are gentle and empathetic. The last level is intended to be an allegory for a person's end-of-life energy surge (medically known as "Terminal lucidity"), where they become drastically better after a long period of suffering. This is the mind tricking the body. It knows it's about to die, so might as well use the remaining energy to feel happy again. The tranquility, the color, and the lack of substantial enemies is to that end. Of course, the player initially thought they were getting better, but once they realizes, they'd become accepting of their fate. Throughout the conversations with the mysterious voice, the player was not only frustrated with their powers being on the fritz, but they actively deny on the outside that anything was wrong, that they aren't getting worse. Despite the sky getting progressively whiter, signifying the bright light some might see before their death, and the ever-worsening grass state on the ground, the player just would not accept the fact that they are getting weaker. That is, of course, until one of the last levels, where they accept the possibility. And in that last level, they embrace it--death, which was the mysterious voice guiding the player. They've come to take them home, and to make them feel serene in their last moments. You might have noticed the portal colors changes from blue to orange in this level, a signifier that something else, or nothing else, is on the other side, rather than a continuative level. Word play in the game's title here is "losing your edge". In conversation, it means that one is not as sharp or effective than they were before (that sounds familiar). And in here, it also means the polygon is losing its "edges", meaning "sides". The musics I chose were simple: battle music when you're battling the disease, and a calming one when you can't fight it anymore.
This game is in honor of my dad, who passed with Lewy Body Dementia. Some of the comforting words I wished I said are included in here.






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