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(+1)

Nice start. I'd like to see more things in the background to make the levels look less empty :)

(+2)

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.

(+1)

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.

(+1)

Awesome! Can't wait. I hope my excitement inspires you

(+1)

Double Dream 0.2.0 is now released.

(+1)

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.

(+1)

Git Gud.

(1 edit)

For anyone reading this comment, just know that it’s outdated compared to the current version of the project.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 😄)

(+2)

The game has amazing game mechanics. It's so cool feeling almost like  "Celeste Mario's Zap & Dash" NES hack