Two Sides
Redd, the Big Red Triangle, and Pixel, the Small Blue Square must cooperate in order to unlock and reach the exit.
Two Sides is a 2D puzzle platformer where you take turns controlling Redd and Pixel, each residing in a paper world that matches their respective sizes. They can only help each other out by transferring certain items across their worlds, and by doing so, resizing them back and forth to make Redd and Pixel's escape route clearer.
Will you skillfully manoeuvre both characters to their goal?
The game was made in 31 days during the Game Off 2023 jam, from 1 Nov 2023 to 1 Dec 2023, based on the theme “Scale”. Here is the game repository on GitHub.
Gameplay
In Two Sides, you control two characters across two distinct halves of the screen. They each exist at a different scale. Your objective is to guide both characters to their exit, granted you unlock it first. Here's the catch, though—they can neither directly interact with one another nor swap their positions.
The key to bypassing this rule lies in their ability to pick up and transfer context-sensitive objects amongst themselves. Doing so will dynamically scale such items to match the world-size properties of the character receiving them. This back-and-forth resizing bonanza becomes an essential feature of their collaborative escape plan, as they navigate through intricately designed levels and perilous pathways.
A skilful combination of character synchronicity, playful serendipity, and precision tip-toeing ensures their steady climb towards victory!
Controls
Credits
All the assets were created from scratch during Game Off 2023, except for sound effects made using Freesound.org.
STAR DICE GAMES:
DESIGNERS
PROGRAMMER
ARTIST
COMPOSER
Status | Prototype |
Platforms | HTML5 |
Publisher | |
Rating | Rated 4.3 out of 5 stars (3 total ratings) |
Authors | STARDICE🎲Games, PROX games, irafunesta, Michele Buonocunto, mattsoli, Kevin Toninelli, Forgotten Dawn |
Genre | Platformer, Puzzle |
Made with | Godot |
Tags | 2D, gameoff, Godot, Indie, jumping, Relaxing, scale, Singleplayer |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Gamepad (any) |
Download
Install instructions
- Download the zip file from the link above
- Extract the folder inside the zip
- Double-click on "TwoSIDES"
- Have fun!
- Leave a comment below, your feedback will be appreciated!
Development log
- Coooyooote Time !!!Jul 11, 2024
Comments
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Woah this is nice, gameplay is easy to understand and it feels good. Music and art are so nice, the overall quality is awesome !
This Oozes style! Congrats to everyone on the team! :)
Especially as a artist myself this inspires me to do my best with my Jam aha
Thank you Riko! <3
First off, the art and music your team have made are outstanding! Very well done, it looks and sounds professionally made. The main puzzle mechanic of sending items to and from each side seems interesting, and you definitely could explore it more and come up with some very tricky puzzles.
I'm not sure if I missed it or just didn't get far enough to see it, but I didn't notice any gameplay applications of the different scales of each side. I thought that if you trade a block on the big side to the small side, that it might still be a big block on the other side. But as far as I could tell, the scale of everything stayed the same (relative to the side it was on). It actually didn't feel like the two sides were different scales for me. They both feel the same as each other, except Pixel's side is just zoomed out more.
The two characters also felt the same to control. Relative to the grid lines, they both seem to have about the same jump height. Although Redd definitely does feel slower for horizontal movement. Overall, I found the movement quite frustrating and unforgiving. For tight platforming, you need to use a lot of tricks to smooth over small player mistakes, and show feedback to the player to make it feel responsive. A few of these tricks you could implement are things like coyote time (allowing the player to jump for a few frames after walking off a platform), higher jumping if you hold the jump button (this one is easier if you reverse it, and make jumps shorter if you let go of the jump button early), and using a movement envelope for horizontal movement (having consistent times for reaching max speed from standing still and the time it takes to stop completely from max speed).
I'm not a normal player though, and I definitely think I care way too much about game feel. Still though, your team have made an excellent game and you should be proud of what you've accomplished in the 30 days we had. I'm looking forward to seeing how guys will grow :)
THIS GAME IS SO FUN 😍
Thanks a lot, Etper!
We invite you to stay tuned for the next updates of the game!
Personally, I think the game's premise is genius, despite its simplicity, which makes the gameplay highly intuitive. Also, the soundtrak is satisfiyng and the artstyle is adorable. Keep up the great work!
Thanks a lot, WisePotion! Your comment is much appreciated!
We invite you to stay tuned for the next updates of the game!
Very interesting idea and a solid concept, I like the type of music for both characters but it's correct to say the music for Pixie is more threatening than red? There are some minor situations where the characters are blocked and it's necessary to restart the level.
Also, I think the game requires some polish on a specific points.
At this moment, I am at the beginning of the game and I can't wait to finish the game in the next session.
As for the Art section, I have only one word: good job! It helps the player to focus on the game and to calibrate the jumps.
Hi Orion, thanks.
The game will surely be refined especially in movements and level design.
A huge thanks for the compliment about the music and the art style, they are really appreciated
We invite you to stay tuned for the next updates of the game!
A really neat platformer and concept! I’ve gotten half way through the game so far and I’m looking forward to finishing it in another session ✨
Although the game can benefit by some more polish to prevent situations in which the player is forced to restart (example: the rolling rock can fall in an unintended ditch, the spikes risk to feel a bit too tall for the jump even if it’s actually possible to jump past them), the progression between levels is really good, introducing new mechanics bit by bit to keep the game interesting and building on previous levels.
A good job has also been done with the charming art (great the idea of the paper, it also helps to guess the distance between platforms etc!) and sound design 🎶
Thanks a lot, Laura! Let us know how your next session will be!
The game will surely pass through an intense session of polishing to create a better overall experience for the player
We invite you to stay tuned for the next updates of the game!