sleepwalker is a game about wandering through your dreams! What mysterious things could be hiding in your unconscious? Well, why don't we find out? 

Created by Alexander Thornborough and Yuen Hoang. 

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Sleepwalker_Win.zip 34 MB
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Development log

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Seeing you two collaborate was an absolute pleasure! I like how you introduce players throughout the game to different mechanics slowly, preparing them for the next round. The sprite works adds to the dreamy experience too. In round 2 I didn't immediately realize I had to move my mouse yo add platforms. Maybe a small text indicator to do so could be helpful as it is such a unique mechsnic. I would also consider knocking down the difficulty a bit in round 3, as I was stuck there for a while. Great jobs guys!

Interesting concept using the mouse as a tool with the keyboard, sort of reminding me of the Super Mario game that was on the Wii U. It's pretty great trying to figure out the small jump puzzles and pleasant to do so when using the tool you'd made for us. If I could suggest anything, it'd be to perhaps add a bit more complex levels later on if you plan to work on it- I feel as though it'd definitely benefit the game. Other than that, the art itself is awesome

I love the art of your character. Super cute. The sound effects and bg music is pretty well done. the idea of using the flashlight to make jumping platforms is quite unique. I found that when the light begins to fade, I'm forced to make a decision quickly. Sometimes, the platforms may be offscreen out of my view. As a result, I was not immediately aware of where I was jumping. Overall a cool game, I think you can add some kind of complex story element too.

Each level felt like its own world, and they did in fact remind me of a dream. The combinations in dreams never seem to make any logical sense, but they catch our interest anyway when we try our best to remember them. The presentation of the game’s theme is handled well through the art and sound.

This game was so satisfying and relaxing to play! I really enjoyed the experience and would love this as a full game. 

I think the first strength I noticed was the smooth mechanics. I really liked the platforms that you were able to generate with the flashlight and move. I think this could be polished in terms of the cooldown, like others have said. 

The art and music were also huge strengths! I loved the theming and felt it was very cohesive and originally designed as well. 

One area of improvement I could suggest is just tiny fixes with mechanics. Jumping on the edge of the platforms allows a double jump, which is a super common error I think almost everyone's platformers had. Another mechanic could be fixing the cooldown as I mentioned earlier, as I see others have suggested some good ideas.

Overall I felt this game was very strong in its design and execution!

I was able to playtest an early version of this game and it is nice to see how it has changed. I think that the art and sound design are really lovely and wholesome. The mechanic of using the light as a moveable platform is very clever and a unique idea for a platformer. I enjoyed the progression, though I did get stuck at the second level. I wasn't sure where to go to progress, however this could have been something simple that I missed.One thing that could be adjusted is having to wait for the last platform you made to de-spawn so you can make the next one. This wasn't too annoying but if I was at a point where I kept falling then I would want to go through the platforming quicker to regain progress. Overall, I think this game is very sweet and leaves the player with a very enjoyable experience!

There are so many small details that make sleepwalker such a pleasant play-through! First off, the music and sound design are pretty spot on. The noise when you fall off the level is so appropriate it's hard to even get mad when you fail. This platformer concept is really clever and works super well with the dream narrative you are using. The one problem I came across was the collision detection, where I was able to jump multiple times if I am against a wall, most likely due to a misplacement of a ground check? I couldn't help but to exploit this to clear the levels I played. This is hopefully an easy fix, so overall this game is super successful in achieving a unique platforming experience! Nicely done!

Your game truly feels like walking through a dream scenario! The color pallet is very soothing and the sound design compliments it well. I enjoy the block placing mechanic a lot because it really allows players to create their own paths and solve puzzles how they see fit. The main comment I thought of that was also mentioned in class was that the cool downs sometimes left me standing on a platform for what seemed like a while and interrupted my pacing. I like John's idea of removing the previous block when a new one is placed down and feel that it could really allow players to not only choose their pathing but their pacing as well. Lastly, when I first picked up the key I actually didn't notice the block appear around my mouse because the opacity of it was so low so having some indicator or instruction that I can now use my mouse for block placement would be very nice. All around really great experience!!


Playtester Name: Chang

Developer Name(s): Alexander & Yuen

Playtest Date : 10/ 26

 

What were your favorite moments of the game?

- When I am able to double jump. Whenever I collide to the side of the platform I really like the feeling when I could do multiple jumps. 

I also really liked the mechanics of flashlight which I can actually make a platform while I’m playing. I don’t know if you guys intended it, but I was able to skip some platforms(path). It was really fun in that the path varies depending on how the player creates the platform.

Where do you see room for improvement?

- There seems to be insufficient explanation about the key. When I first acquired the item, I couldn't figure out what it was and how to use it.

When did you stop playing and why?

- I stopped while I’m waiting for the flashlight delay.

What was confusing or intuitive about the game mechanics?

- I thought It would be nice to reduce or eliminate the delay of flashlights and maybe better just add a limit to the number of them? Because several times I have to wait without doing anything.

 

What was frustrating or imaginative about the visual art, or sound design?

- Sounds fit into the game mood! The background music is amazing. 

Do you have any other feedback that you would like the designer to hear?

- I cleared all stages and it was nice to see a unique mechanic!