Double Dream
In Double Dream, shmovement is the star of the game. Master the most fun traversal mechanics of your Dreams. Explore an open and interconnected world, where with the use of creativity every environment, object and enemy can be used to your advantage!
Game Features:
🔹Unique platforming Gameplay! Abilities like SPINKICK allow the shmovement necessary to solve your problems in the way you dream.
🔹Open ended level design! You have the freedom to go wherever you want and any place can be reached as long as you are skilled enough.
🔹The highest graphic fidelity for the NES! smooth and cute sprite animation, and realistic and fluid background animation never seen in any other NES game.
🔹This is a real NES game! compatible with the real NES console, but with modern gameplay refinements without losing the charm of the 3rd-gen consoles.
Techniques and controls:
This game has such a unique traversal mechanic that your neurons need to rewire just for you to use it naturally, be patient, read the signs, and see instructions below on how to use the acrobatics if you get lost, and if you are tired rest and try the next day, it is worth it.
JUMP & SPINKICK:
The player jumps when clicking (A) like most platformers, but when pressing DOWN+(A) or (A) mid-air you spins, if he hits the ground while spinning he can jump double the normal height, this is the most basic technique, known as SPINKICK.
WALLKICK:
It's the same as the SPINKICK, but hitting a wall instead of the floor, it's recommended not to press LEFT/RIGHT during the WALL SPINKICK, just hitting the wall will give you all the momentum you need.
VERTICAL WALLKICK:
It's like WALLKICK, but you press towards the wall, the character is sent upwards instead of away from the wall, this is not required to complete the game, but it opens up a lot of possibilities.
Moon Flip & Grab:
You can grab objects by pressing DOWN+(B) on them, or when those grabbable objects fall on you.
Pressing (B) performs the MOONFLIP throws the objects upwards and blocks attacks. your SPINKICK can be performed in mid-air while grabbing an object allowing you to jump even higher.
pressing (B)+(A) allows you to MOONFLIP and SPINKICK at the same time, but it only works if the MOONFLIP hits something, this allows for a lot of fun tricks and saves time.
RUNNING:
double tap LEFT/RIGHT to run.
DREAM CATCHER:
Press SELECT to store grabbed objects without your pocket dream catcher, press SELECT to get the objects back, enemies can also be captured.
If you play the game and post a recording of it let me know.
Updated | 6 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 3.0 out of 5 stars (1 total ratings) |
Author | Magidev |
Genre | Platformer |
Tags | 8-Bit, Action-Adventure, Dreams, Homebrew, NES ROM, Nonlinear, Pixel Art, Retro, Sandbox |
Average session | About a half-hour |
Download
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Development log
- Realistic grass animation on the NES.83 days ago
Comments
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Nice start. I'd like to see more things in the background to make the levels look less empty :)
Thank you, since I released the prototype I have improved a lot of things in the game, including making it graphically much better, the page will soon be updated with a new playable demo.
Do you know when you'll update? I'm interested to see the progress :)
Version 0.2.0 will be released this month, the new features have been finalized, it just hasn't been released yet due to the lack of some level design to take advantage of the new features. Thank you for your patience, I'm glad someone is waiting for my game.
Awesome! Can't wait. I hope my excitement inspires you
Double Dream 0.2.0 is now released.
Hey, I found an interesting door glitch. I got an emu recording of it, is there a way to message you? Email or somewhere else?
You can send by email: magnogamer2012@hotmail.com
For everyone reading this comment:
My old contact email was compromised — my new contact email is: m4gidev@gmail.com
WhiteHat94, thank you so much for reporting that glitch and for recognizing the potential of this project. I still remember you saying "this game is AWESOME!" during the final moments of your livestream — that really motivated me to keep going. Knowing there were people excited for the game's completion gave me a big push.
Since the prototype, the game has improved a lot: the traversal mechanics are much more polished, and it's also looking better visually. I’d love for you to check out the new version and see how the project is growing.
If possible, I’d also really like to stay in touch — and once again, thank you!
Good stuff, not a fan of the key resetting if it fell through the screen transition though.
Git Gud.
For anyone reading this comment, just know that it’s outdated compared to the current version of the project. There's now a mechanic called the Dream Catcher, which lets you store an object or enemy like an inventory item, making it much easier to transport them. This was added specifically to reinforce the real focus of the game: creative traversal and combat.
When I first read that comment, I’ll admit I felt a bit frustrated — it seemed like such a small detail ended up ruining the whole experience for the player. And most importantly: it wasn’t really a bug, but a natural limitation of the NES.
The console simply doesn’t have enough memory to keep offscreen objects loaded without a ridiculous amount of extra work.
Well, now I did that extra work. I squeezed the remaining memory to make the game remember the position of certain unloaded objects, and made everything more robust.
If the person who wrote that comment is still around (or if you’re a new player), I really recommend giving the game another shot. It’s way more polished, better-looking, and full of possibilities now compared to when it was just a prototype.
(And yes… I still stand by my “Git Gud” with love 😄)
The game has amazing game mechanics. It's so cool feeling almost like "Celeste Mario's Zap & Dash" NES hack