Ebb and Feel
Playable right in your browser, Ebb and Feel is a game of balance and stability.
Find your inner peace or let the insanity consume you.
Play how you want, challenge yourself and experience _something_.
Arrow keys to move (or WASD).
Shift key to use items you've picked up.
Hint: take a careful note of the stone of stability in the bottom right corner of your screen. Watch the world around you as it changes...
Good luck.
Credits to our amazing team:
- Game Producer and Developer - *Josh Pearson*
- Senior Developer - *Steven Rutherford*
- Environment and Asset Artist - *Veera Villgren*
- Game Developer - *James Coburn*
- Game Developer and Level Design - *Brayden Cooke*
- Character and Asset Artist - *Santeri Kivioja*
- Senior Developer - *Nick Farrelly*
- Senior Developer - *Tomas Morton*
- Sound Effects and Music Engineer - *Jakob Eriksson*
- Game Design and Graphic Art - *Samai Azeez*
Notes and known issues:
* The animations do not always match up to the key presses accurately (they're close, but not perfect). I have a fix for this but in the spirit of LD I will keep it on a developmental branch. Check back in a few days to play the dev branch version how the game was intended :)
* The story kind of...falls off. This is because one entity is missing from the code which will also be added to the dev branch.
* Some images don't perfectly line up with the platforms they sit on and some platforms can be fallen off too easily. This will be fixed on the live version and are virtually not-noticeable unless you're the artist that drew them... :)
* A speed up to the character movement will be added to make motion a bit smoother, based on one of the game mechanics... but for now, this is the speed the game was written and intended at.
* Credits button doesn't show our team credits in-game.
* The end screen could do with some information + a replay/end game visual...
Find your inner peace or let the insanity consume you.
Play how you want, challenge yourself and experience _something_.
Arrow keys to move (or WASD).
Shift key to use items you've picked up.
Hint: take a careful note of the stone of stability in the bottom right corner of your screen. Watch the world around you as it changes...
Good luck.
Credits to our amazing team:
- Game Producer and Developer - *Josh Pearson*
- Senior Developer - *Steven Rutherford*
- Environment and Asset Artist - *Veera Villgren*
- Game Developer - *James Coburn*
- Game Developer and Level Design - *Brayden Cooke*
- Character and Asset Artist - *Santeri Kivioja*
- Senior Developer - *Nick Farrelly*
- Senior Developer - *Tomas Morton*
- Sound Effects and Music Engineer - *Jakob Eriksson*
- Game Design and Graphic Art - *Samai Azeez*
Notes and known issues:
* The animations do not always match up to the key presses accurately (they're close, but not perfect). I have a fix for this but in the spirit of LD I will keep it on a developmental branch. Check back in a few days to play the dev branch version how the game was intended :)
* The story kind of...falls off. This is because one entity is missing from the code which will also be added to the dev branch.
* Some images don't perfectly line up with the platforms they sit on and some platforms can be fallen off too easily. This will be fixed on the live version and are virtually not-noticeable unless you're the artist that drew them... :)
* A speed up to the character movement will be added to make motion a bit smoother, based on one of the game mechanics... but for now, this is the speed the game was written and intended at.
* Credits button doesn't show our team credits in-game.
* The end screen could do with some information + a replay/end game visual...



Comments21
@3lstmsinatrenchcoat @sorrer thanks for playing and for giving feedback! Honestly, we were gonna roll with our sad level to be a little slower feeling than the others but we just never sped it up on the others. A quick and minor change I think we could easily make.
@hwaet @seracrooce I was literally so close to fixing the animations but I just ran out of crunch time :( It was based on a bug that I've fixed before so i knew what to do... Next time I'll prioritise better but if you wanna give it a another replay in a few days on our dev branch, please come check back!!
The sliding is a known issue (oops, that's my bad) that I've fixed but don't want to add onto the main code branch in the spirit of LD. The enemies are supposed to disappear, although it shouldn't be quite so sudden as it is (and should let the player know more info about them through notifications). To explain, it is a representation of sanity that the monsters are disappearing.
Hope this helps!
There's a few tricks to getting past the spiky bushes... can you figure it out?
Thank you for giving our game a go though! We appreciate you :)
Also the potion(s) has(ve) a slight effect that makes one of the mechanics of the game easier or harder, depending on where you are.
Part of the challenge is to work it out! :D
Minor things:
Controls felt a bit "floaty".
Falling out of screen felt too long.
Going back to the beginning every time got a bit frustrating.
Would have liked some indications on what are my goals/objectives.
Music was good. Love the ambience.
Some minor things: character should move faster, I also agree with the "floaty" comment. The animation after landing didn't switch to walking animation. Some checkpoints would be nice, too.
I would also like to have some more context of what each potion does, because I used them both but didn't notice anything (maybe more velocity with the pink one?)
Nice entry but needs some polishing, hope to see an update someday!! :smile: