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Jul 2, 2013 | 12:45 AM EDT

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A for Effort 25 Points Finish the game with at least 15 eidolons. (Hard Only)
Spirit 25 Points Finish the game in 15 minutes or less. (Speed Run Mode Only)
Close Enough 50 Points Finish the game with at least 30 eidolons. (Hard Only)
Ghost 50 Points Finish the game in 12 minutes or less. (Speed Run Mode Only)
Eidolon 100 Points Finish the game in 9 minutes or less. (Speed Run Mode Only)
No Spirit Left Behind 100 Points Finish the game with all 40 main eidolons. (Hard Only) (P.S. That means no dying!) (P.P.S. I can't even do this one, but I'm making you do it. MWUAHAHAHA!)
Catch you later, Ed Secret Medal: Unlock this medal to view its details!
Where Credit Is Due Secret Medal: Unlock this medal to view its details!
You got pocket lint! Secret Medal: Unlock this medal to view its details!

Author Comments

EDIT (07/06) - The big change this update is an additional GUI element for the shift meter. Now the entire background of the level will fade to black when shift is decreasing, and will stall at a fully black screen if you have temporarily run out. I also wanted to add an iris effect to narrow your field of vision, but this made the screen too cluttered so I ended up doing away with it. The glow is also still in there BECAUSE I LIKE IT! :P I also did some other touch-ups with the hit detection of shifting inside walls, as well as some minor level design stuff.

EDIT (07/03) - I fiddled around with the hit detection regarding collision with enemies and hopefully made it a bit more forgiving. I'm still working on giving a better visual indicator for shifting (I want to avoid doing just a meter in the corner of the screen if possible) as well as fiddling around with hit detection for the blocks when you pass through them. Thanks to everyone who has played my game so far, and I really appreciate the great feedback! Keep it coming!

Hi, everybody! My name is Ryan and this is my first ever project post on newgrounds. It is also pretty much my first real game project ever! After doing a couple game prototypes in college, I decided to buckle down and work on something a little bit larger in scale. The product of said endeavor is this -- a game called Eidolons.

I am really proud of the way it turned out, but I also understand that if I want to improve as a designer I'm going to need to get all the feedback I can. This is where you come in! If you find yourself with an hour or so to kill, and don't mind jumping into yet another indie platformer, I would love to hear any and all critiques you have.

Also, if after playing the game you find yourself humming any of the tunes, you can nab all the musics by clicking the link on the left or copy-pasting this URL:

edtheeidolon.bandcamp.com /album/eidolons

Finally, thanks for checking out my game. I really hope you like it!

Reviews


DaggerPenDaggerPen

Rated 4 / 5 stars July 8, 2013

Not bad at all! I find that the settings interface could be a little bit better - it takes a moment to quite figure out what's what. I'd love to be able to just click on options. Aside from that, I really enjoyed this. The level design is good, and the mechanics are pretty neat, too. It's challenging, but not impossible. I also like that you have separate volume sliders for music and sound effects, though I do wish that it would remember my choices between sessions. In general, a solid 4/5 - good job!


EdTheEidolon responds:

Thanks for the feedback! Sorry the mechanics of the menu proved a bit confusing. My goal with that was to use the same controls as the rest of the game so you didn't have to flip back and forth between mouse and keyboard (it always infuriates me when games do this). However, if I had been thinking I would have just allowed for both methods. Also, I am not going to say I simply FORGOT to add the volume variables to my save function... but I totally forgot to add the volume variables to my save function.


moomoocashewmoomoocashew

Rated 0.5 / 5 stars July 7, 2013

Hard and stupid


EdTheEidolon responds:

I am going to print this review and slap it on my refrigerator... then cry while listening to a Dido album at full volume.


Francky5213Francky5213

Rated 3 / 5 stars July 6, 2013

Too easy to loose all our lives.


People find this review helpful!
EdTheEidolon responds:

LONG VERSION:
Sorry the whole lives system seemed to give you grief. I want to stress though that the "Hard" difficulty is meant to be HARD. I think that while it's making a comeback, true difficulty is lacking in a lot of games. Instead, they tend to op for a "Press A to win" philosophy which I am not generally fond of. I really liked the idea of having a life counter looming over your head while you played, which would hopefully give more meaning to each action you take. Rather than just barrel through a level, I thought it might encourage players to step back and maybe plan out their actions.

However, I also understand that this is a game, and that what makes games unique are the players who play them! While I think everyone has it in them to beat the game on hard, I understand that different people have different preferences. That is why I included the CASUAL mode for anyone who didn't want to worry about lives. Hopefully no one takes that to mean that if they pick CASUAL, I am pointing and laughing at them. All the change in difficulty is meant to do is to accommodate different player preferences.

TL:DR VERSION:
Sorry the lives gave you grief, but it's meant to be really tough. You can always select Casual mode from the menu if you don't want to bother with them. Neither choice is meant to be good or bad. The only RIGHT choice is the one where you are having fun!


jasonjie88jasonjie88

Rated 4.5 / 5 stars July 5, 2013

There's a quality sense of humor, and the design concept is really good. Great music too. Giving limited shift increases the difficulty, so that's good too. However, the GUI doesn't really give much detail into how much shift the player has left. I mean, yeah, the shift levels can be seen by the glow of the character, but it's hard to concentrate on that during intense platforming. If you add a meter in the future, try and make it REALLY BIG, or make the meter affect the entire game (for instance, make the game darker as your shift runs out, that sort of thing). Otherwise, awesome game. I've seen a game exactly like this before ("Towards The Light", you can find it on the Kongregate portal if it's not on Newgrounds) but you've added an extra layer to the game, and really changed its outlook overall. Good work. 4.5/5


People find this review helpful!
EdTheEidolon responds:

Thanks, I really appreciate the response! I hadn't heard of that game before, but I looked it up and it is awesome! It's really cool to see how someone took a similar premise, but made a very different game. As for the shift, I have a fix incoming (sometime today) that will hopefully alleviate all the problems people are having with the meter. I am actually going to try and have 3 separate visual queues (one is precisely the thing you mentioned) that you are running out of juice. Hopefully they will blend together to give the player a better read on how much shift they have.


ZanthrZanthr

Rated 3.5 / 5 stars July 3, 2013

Adding a bar to keep track of how much shift time you have left might help.


People find this review helpful!
EdTheEidolon responds:

Thanks for the suggestion! Right now the glow aura around Ed functions as a meter, and was my attempt to make a more organic feeling GUI. However, I am gonna toy around with some alternative methods to maybe make it more apparent that you are running out of shift.