The sleepier you get, the better you can see your dreams. Venture deeper into your dream world and do your best to stay awake with the help of coffee and alarm clocks. But beware, your dream world is full of alluring traps and enemies which make you even sleepier. If your boss catches you asleep, you may not have a job for too long!
This game was made for Ludum Dare 48 by: Lucky90Happy - character art, environment art and level design. Noctiluca - character, cutscene, menu art and playtesting. Lobstah - UI art. Iman - programming, design and music.
Lovely idea and very nice art. The aesthetics and the feel of it actually remind me of some good older era platformers.
Even though the effect of the opacity increasing and decreasing is cool, I feel like having the platformer translucent most of the time even kind of takes away from the overall look of things. I imagine maybe having a visible circle around the character that expands as you get sleepier and contracts the more awake you are would work interestingly as well. So the faster you go, the less you see the world around you.
Great idea, wonderful art and audio, tons of fun! I really like the concept of not only having to get from platform to platform, but also striking balance between what you can see and how dangerous it is to progress. Loved it, I'll definitely come back to play more!
Really fun game with an interesting concept and gameplay, the levels are challenging, you must really keep things in balance in order to proceed. Nice work!
Great, got to the "my boss is a meanie". Wonderful pixel art, and gets more and more removed to fantasy and fairyland as the levels progress. Cool mechanic, the between-sleep-and-awake. And fitting music too. Good job, I like it! 👍
Fun platforming action, gorgeous art and great music.
The changing opacity of the "real world" overlay is a clever way of selling the drift into deeper and deeper sleep. It does make the opening moments of every level a bit unpleasant though. Maybe the curve in the opacity change could be weighted to change very rapidly at the very edge of wakefulness.
@randomhuman@poorwill These are definitely great suggestions. The team had been quite unsure of that overlay and tuning it was always on our mind, thanks!
Fun to play and figure out the opacity controls. I also kept losing attempting to use W to jump, instead of SPACE. Once I figured that out, I was on my way. Loved the humor in the mission cutscenes. Thanks for making this.
Very cool and meta! I love how the dream slowly fades away as you get more awake. The music is very chill and dreamy, and the combination of traditional platformer pixel art with a slightly-out-of-place office theme works really well! The difficulty progression is really good too. The only annoying thing was that sometimes the camera is a bit too slow to follow the player, so when jumping from a high place it is impossible to see where you're going.
@phi thank you very much for playing! I completely agree that the camera can be tuned a bit more, the intention here was that the camera gets slower as the character gets sleepier. Wanted to go for a sluggish feel with it, however it perhaps gets a bit too slow, as the early part of each level is wasted in not being able to see the game too well at all.
Definitely a great job on the art direction here, i think you got everything you wanted out of it.
I didn't really enjoy the pillows hitting you since they messed with the physics and getting touched usually resulted in me falling off a platform.
I kind of felt that there was no point not to go for coffee since the game has you in a race against time before you fall asleep and maxing it out simply means you can't see for a few seconds. Plus pillows were usually not in a position to make maxing out awakeness.
There were actually a few jerk moves I didn't like the coffee trail that leads to a bottomless pit or the pillows that are guaranteed to hit you if you keep walking and make you slip off the edge.
Even though the effect of the opacity increasing and decreasing is cool, I feel like having the platformer translucent most of the time even kind of takes away from the overall look of things. I imagine maybe having a visible circle around the character that expands as you get sleepier and contracts the more awake you are would work interestingly as well. So the faster you go, the less you see the world around you.