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Deeply Lost

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Level 1 5 Points

Just for entering level 1

Level 5 5 Points

Just for entering level 5

Level 10 10 Points

Just for entering level 10

Level 15 25 Points

Just for entering level 15

Tv Robot 25 Points

Unlock the super tv robot to unlock this medal

Level 20 50 Points

Just for entering level 20, Almost There!

Glowing Star 100 Points

Defeat the final level to earn this final star

Author Comments

Some new updates:

-Stars

-Bug Fixes

-New window

-some changes in some levels

More updates are on way

  • I finally added medals, let me know if doesn´t work.
  • Someone told me that medals only work if you play with the flashplayer plugin, If you play with ruffle and don’t unlock medals tell it so I can know

Controls:Move around using the up-down-left-right buttons in your keyboard

The collission that the character has with the ground (the clouds) is square, it is located right above his feet.


Main plot: The central plot of the game (for those who did not understand) is about a student that glances at a girl holding a kite outside in the playground, he takes this one image, and he imagines a sequence of scenes that only happens in his mind. Inside this story he made up, the little girl is not holding a kite but rather a balloon, then the wind blows hard enough to make the girl lose it, next the main protagonist appears in the scene and goes after the balloon, the balloon flew to very high attitudes which makes the character follow it. he reaches the kingdom of heavens (Not god´s heaven but other creatures´ heaven) and he follows the balloon. I´m not going to explain what happens next because that is spoiler also.


I made this game thinking about how I used to not pay attention in class or anywhere else, my mind goes somewhere else, I have problems focusing because my mind is clouded with thoughts; However, this game´s meaning is not just about me, it has more meaning relating to many (philosophical) but I don´t want to give spoilers, it´s part of the game for you to figure it out.


This game has a specific art style that you may notice, (Blurry clouds, plants fountains) it relates to the meaning. Also the music, is not chiptune or 8 bit nor it has drums or specific rhythms, but I made it having something else in mind. Whereas for the creatures, the game also explores the idea of the sky being like an ocean, but instead with animals it’s aliens or strange creatures who live there


As for the graphics (also relate to the story and meaning), I came up with this type of drawings like crayon style because I wanted to bring something new for flash games since most either use brush drawings or pixelated pics which are cool but I wanted to bring something else to see what you think of it.


There where some limitations and obstacles (you don´t have to know this but if you want to you can)

  1. the game was made using macromedia flash 8. Flash 8 has limitations regarding the file size it depends on virtual memory and RAM, every time a game or fla file exceeds let's say 90,000 MB you cannot add more things to it otherwise it will close itself or a pop up will apear saying something like ¨Flash 8 is running out of virtual memory allocate more memory by closing other programs¨ because of this limitation I had to remove some things from the game that occupied too much space and things like that.
  2. This game was originally planned to include medals, but in the process I faced another issue, the medals I made for the game did not work because something wrong with the API connection, the API was successfully connected but it still did not work, it stated ¨Failed to unlock medal ******¨, so I left this game without medals because there was no other way, if you know how to solve this issue and you know about it please help me so I can add them to the game and make it more fun and enjoyable for all, thanks.


As for the rest, thanks for the time, enjoy the game, I accept criticism. If you notice any glitches-errors or things that shouldn´t be there feel free to comment them so I can know xd, I think I made sure every hole was filled but just in case. It´s very exciting to me being here for this forward, Thanks.

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I appreciate the unique direction of this game.

My feedback:

- Love the art style, and the custom loading screen.

- Player movement speed is very slow

- The art style is very cute, but it makes it hard to "read" the level (symbol language).
Especially there is not much difference between foreground and background, things you can interact with or not.
This is both with values (light/dark) and colors.

I think it would be possible to keep this style and at the same time make it a bit easier to understand what is going on.

- There are lots of "decorations" on screen, covering the level, which is distracting. (Again, interferes with the "readability" a bit too much in my opinion.)

Maybe they can become semi-transparent when the player passes under them?

- The player's hitbox is unclear. (Seems to be just the pants?)
That wouldn't be a problem if the game didn't depend on precise manipulation of the hitbox...

(I saw in another comment you said you didn't want to make the player smaller. Maybe you could give him a circular shadow that's the same size as the hitbox?)

- Re: "precise manipulation of hitbox" For example in level 8, a snail (?) has a short path, and you must pass it with quick reflexes and precision. I died probably 20 times to that snail.

Typically that kind of gameplay doesn't really fit in a puzzle game. Though in this case it's made worse by hitboxes being invisible and significantly different from the sprites.

- I noticed a significant spike in difficulty with levels 8 and 9. Maybe there should be some easier levels with enemies first?

Overall pretty cool concept. I think it needs a bit more "user testing", a bit iteration and polish. It could be really good!

---

P.S. You said in another comment that you found Flash 8 limiting. I made my game in Flash 8 too, I am curious what you found limiting about it! (I am interested in making more ergonomic 2D game engines.)

Alejandro-X-Azul responds:

Thanks for your review
So, the decorations covering the levels is partly intentional to make it more challenging, for example, in some further levels like 16 17 18,, I hide some objects like Keys or stars under the decorations, stars hidden in bushes and so.
And for the hit box, it is an issue, it is easier to manage it with the blue guy because he is smaller, maybe for the hit box I could make an option in the game for that but I will have to revise that if it works with the enemies too… we will see.
Also, I’m glad you mentioned it,the game is not entirely a puzzle game, like it has puzzle features like the keys and the levers and portals and things to figure out, but it also has other features like reflexes or timing, is a combination. Just like in movies, a movie can have multiple categories adventure, action, romance. It’s all in one.
I think I messed up both in the hit boxes and the difficulty in the levels, because I did not measure the difficulty very well.

Ps yes I find flash 8 limiting because it doesn’t have the tools to make a really good game like that one you could play in a console or an Xbox, it has problems with memory

Your game is well-made; full of personality and has a unique and interesting style with functioning gameplay. However, I have trouble with the music; I find it disorienting, especially when the piano kicks in because the tonalities feel clashing with each other. It's a good decision that you can easily turn back and try to replay the level if you are stuck. The sound effects are good. I like you can buy different hats.

Alejandro-X-Azul responds:

Thanks for your review

This game is very peaceful. I feel almost sad but its a good feeling. the art style is very consistent, fuzzy and daydreamy.
wish the intro scenes had a 'back' button, and I couldn't get past the level with the circular void that you avoid being consumed

loads on mobile, but can't move
great and artistic game, truly

Alejandro-X-Azul responds:

Thanks for your review

4 medals dont work

Aesthetically speaking this game looks fantastic. The visual style is unique and goes with the music to create a consistent theme. Not much more to say on the subject other than that you did a fantastic job.

The gameplay is where I found the game to be the most lacking. I like the level design and puzzle elements, but the intersection between graphics and gameplay is really messy. You say the collision with the player is a box, but since the box is invisible, the player is left guessing as to just where they need to stand in order to avoid enemies. Combined with how much larger the graphics are than their hitbox and certain elements that obscure large sections of the screen and the player is left really struggling to navigate levels that shouldn't be hard to navigate.

There are also instances where the collision just DOESN'T work. I noticed in at least one level, holding the down and left buttons allowed me to skip through a wall, and in another instance, having spikes activate while I was standing on them broke the collision and allowed me to move through walls until I popped out from inside of them. Combined with the aforementioned issue with obstructive graphics it made the entire collision system feel like an "anything goes" kind of deal, which would be fine in a casual platformer but is infuriating when navigating tight spaces and hazards that force you to restart a level.

I can't help but wonder if you either played and tested this game with placeholder graphics and added in the art at the last second, or if you didn't have any beta testers to warn you that this would be a major pain point.

I think the best solution to this would be to make the entirety of the game tile-based. This would preserve the puzzle and timing mechanics the game currently has and allow the graphics to largely remain the same (I suspect the messy graphics are part of your artistic vision so I don't think it makes sense to change them,) but eliminate the issue of being just a few pixels off while trying to avoid hazards.

It's a really solid concept and the integration of story, aesthetics, optional objectives, and solid puzzle mechanics showcase a very high level of effort, but unfortunately all the guesswork that comes with invisible collider boxes gives this a fatal flaw in terms of quality of life.

Alejandro-X-Azul responds:

Thanks for the feedback and the complements, Yes I knew that the collisions and hit boxes were going to be a deal because as you said, most graphics are bigger than their hitbox not way bigger but just bigger, the reason for this is because graphics change a lot and are a little fuzzy and have many shapes that just don’t go well with the structure of the game, see, To make the levels I used a square tile tablet, let’s say 4x6 depending on the level, this helps to settle a structure for the level, each tile is reserved to each object in the level, this is good until I add the drawings which have many shapes which make it confusing, I understand, for example the main character is very tall but his hit box is a perfect square so I placed the hitbox above his feet to make it appear as it is all about where he is standing at so the head and shoulders don’t collide with anything, I couldn’t change the character at much to be smaller for his hitbox because it would just look bad, legs are supposed to be larger then the stomach and lastly the head, I removed his neck to make it smaller but did not help much. Now to solve this issue I created a second character which is the blue guy (you unlock him with 18 stars or someth) this one is smaller and fits better because his head is close to his feet in fact, he is an alien octopus xd. Now, something I did not mention in the description is that the chracters hitbox square has a small circle inside, this circle is the one that interacts with the enemies, the enemies have their own circle as well, this is due because a squares distance from its corners to its center is different than from its sides to the center, so if it was only square to square then standing diagonally towards the enemy will make you collide with it easier than standing close next to him. So only the square is there to collide with the levers and the ground(clouds) but the circle inside is for the enemies
As for the rest, yes there may be certain bugs in some levels where you can pass above the grounds but it would be helpful if you stated which level is it to correct it
Thanks for your time
And also thanks for appreciating the effort it takes to make games on flash, some users don’t understand how limited is flash 8 and how painful it is to make games there

Credits & Info

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Score
3.26 / 5.00

Uploaded
Apr 10, 2024
11:45 PM EDT