Interlude: Shadow
DISCLAIMER: Please play in full screen!
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Message: To embrace one’s inner self (something like that).
➥ “ ‘Shadow’ is the pain and suffering that we experienced, and ‘ego’ is to accept that as part of our fates and taking a step forward.”
➥”...how fear blurs everything.”
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Credits:
-Heart Sprite: https://havran.itch.io/pixel-heart
-Character Sprites + Animations: https://free-game-assets.itch.io/free-tiny-hero-sprites-pixel-art
-BGM: BTS SUGA - Interlude: 'Shadow' Instrumental
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Created as the final project for Game Programming II and Concepts in Gaming.
Status | Released |
Platforms | HTML5 |
Author | AeroChow |
Genre | Platformer |
Made with | Unity |
Comments
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The idea of having a character leave his shadow to move on is a great idea. The level design itself force you to use this mechanic making it a full experience game play. Also the art animation and music is dope as well.
Amazing game with cool mechanics. I love the idea of controlling two characters to make way through. Nice level design and a spinning platform was a nice surprise.
Good lofi music! I liked the animation of the player character and the design of the second level. The spinning platforms could be slower and there is a glitch where players can stick to the middle of spinning platforms if holding the right arrow key. I think the gameplay is good overall, but doesn’t communicate the message of the game to the player.
Love the shadow mechanic for a puzzle platformer. The black and white world works great to enhance the mood.
I like the game. It is a very unique concept to tackle on shadows. Very nice work. I wish there were more levels.
Nice game, I like it. Cool concept with the shadow being a second player to help get through obstacles. The second level was tougher but, doable. Hope to see more levels. Overall, nice work.
Really like the overall concept of using your own shadow as a game mechanic. Also the ambiance created by the character himself alongside the dark background and the music added a lot to my experience.
I enjoyed the shadow/black-and-white aesthetic, as well as the shadow mechanic. It reminds me of Fire Boy and Water Girl, and it's interesting how you made both the mechanic and the narrative for one player. If you keep working on this, I think making the summon/banish keys the same could make things easier to control.