You find yourself inside of a surreal world, where you have the shape of an insect. 

Along your journey, you notice how there are other entities living here too, different from you, but seemingly similar among themselves.
Your goal is to be like those entities, to blend in with them, but your path leads you to a different conclusion.Symbiosis is a narrative psychological platformer game set in an imaginary world.

The game features a 20 minute experience with a story containing a rich, powerful message.

Featuring beautiful visuals, the game blends platforming mechanics with narrative storytelling and a touch of combat.

Game was made in 9 days for a Godot Wild Jam #77 by Blulio, WheatPole, SilverFork and Hektor.


Comments

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(2 edits)

Needs mobile compatibility, also

A/D (or arrows)- Walk left/right

Z- Attack

Space/W/Up arrow- Jump

X- Dash

C- Grab onto wall

W/S(or arrows)- Climb up/down 

Just my suggestion

I definitely think controls need to be rearranged, especially for a platformer! Some more sound design implemented could also really enhance the player feedback to make it more satisfying, but overall a really lovely concept and the art style is amazing! Props to you guys, give yourselves a pat on the back from me!!

Thank you so much for the feedback!! 

We got few comments about the controls - in your opinion, what would you change or set them to? 

Again, thank you for kind words we appreciate it!!

The controls are a bit unintuitive. I would put jump on space and attack on mouse click or some other button. Graphics look well, a little tip: try to look a bit into post-processing, it can enhance the look! Also be a bit more creative with the gameplay mechanics, it gets repetitive after some time. If you can work on these little things, I am sure you can make a really great game out of it! Nice job! :)

I got as far as learning the dash, wanted to leave some feedback! This game has some great atmosphere and it fits the metamorphosis theme great. The menus and cutscenes are really impressive, and you guys have a great idea for making menus feel moody.

The lighting in the levels is great, and the colours work very well. Backgrounds are very good-looking the way they've been implemented.

If you ever plan to expand, or if this advise is helpful for another project, here are some points I think could be improved.

- The player is in desperate need of more feedback when attacking or double jumping - some particle effect or a more noticeable animation - even just using tweens to make some visual difference. Right now it's hard to see when you do anything and so the game doesn't feel very responsive.

- the life counter is right in the top left corner, out of my immediate peripheral vision, and there is nothing drawing my eye to it when I lose a life. As such, dying can come as a bit of a surprise because it's hard to keep my health in mind. Change this to an icon that visually draws attention when the player is hurt and move it a bit out of that corner so he player can see it more easily to improve that communication.

- I think you're going for someting cool with the narrative voice, I can see you really thought about theme and the yearning a metamorphosis can represent, the insufficiency, etc. The cutscenes and text-frames are cool. But they take ages, I can't move whilst the game is talking to me, and after the first time it got a bit frustrating. I also couldn't really see how I earnt a metamorphosis, it's not really connected to anything but running through a level. What about having the player collect 'information' on the enemy's evolution whenever you kill an enemy, filling up a bar or counter, so that when the player has cleared enemies in the level they are rewarded with a new skill as a sign of a deeper understanding? that way, there is a purpose to attacking these creatures that links directly to our evolution.

- I think the double jump could be a tad higher, it's not satisfying to have to stand at the very corner beneath a wall to just about scrape past the edge.


Nice work!

Thank you so much!