Edna - Out of sight, out of control

Play as Edna and make your way through a castle by possessing statues within your line of sight. Solve puzzles by manipulating doors, switches, and mirrors.

  • Controller support.
  • 15~20 minutes playtime.
  • Collect SUSHI!
  • Jam version made in 48h for the GMTK 2020 game jam.

Controls

  • Move - arrow keys  |  joystick / d-pad
  • Jump - up key / space bar  |  'A' button / joystick up / d-pad
  • Possess - 'Z' key  |   'X' button
  • Use lever - 'X' key  |  'Y' button
  • Rewind - 'R' key  / backspace |  Left shoulder button
  • Skip level - 'O' key while in level

Credits

Updated 15 days ago
StatusReleased
PlatformsWindows, macOS, Linux, HTML5
Rating
(67)
Authorskcaze, Varun Ramesh
GenrePlatformer, Puzzle
Made withAseprite, Godot
Tags2D, Pixel Art, Puzzle-Platformer, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Xbox controller

Download

Download
[windows] Edna - Out of sight, out of control.zip 17 MB
Download
[linux] Edna - Out of sight, out of control.zip 18 MB
Download
[osx] Edna - Out of sight, out of control.zip 18 MB
Download
[windows] Edna - Out of control, out of sight (jam version).zip 16 MB
Download
[linux] Edna - Out of control, out of sight (jam version).zip 17 MB
Download
[osx] Edna - Out of control, out of sight (jam version).zip 18 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 45 · Next page · Last page
(+1)

Very clever game!

(+1)

Very awesome game! 

(+1)

Awesome little puzzle game! I got all 8 sushi first try :) 

Loved it!

(1 edit) (+1)

how do you get lvl 9 sushi

The level 9 sushi is fairly tricky to get. One key step is you'll need to get the statue from the top into the top left switch, get the statue in the bottom row into the middle, and then get Edna into the bottom row.

Good luck and hope that helps!

(1 edit) (+1)

How do you get into the hole in the 6th level?

You need to do a "double jump" where the statue jumps and pushes Edna up, then you quickly switch back to Edna and do a second jump.

(+1)

thanks!

(+1)

It's a really good game! Honestly impressed you did this within 48 hours!

I got all the secrets, but by any chance were we supposed to use the rewind time feature at any point? 

(+1)

Awesome! The current version has a lot of the post-jam fixes and improvements which was done after the initial 48 hours though.

Rewinding time is just a quality of life feature so that if you make a small mistake that makes the level unsolvable you can just rewind to before the mistake instead of having to restart the entire level again.

(+1)

Thanks for the game! Everything was really smooth. Just curious, is it possible to exit Level 9 after you get the sushi? If it is, I completely missed it.

Yep, it is possible to exit level 9 after getting the sushi. To do so you need to rotate the top, top-right, and right mirror so that you can see the statue even after you've rotate the mirrors towards the sushi.

How do you get the sushi? I've been on this lvl for so long

The level 9 sushi is fairly tricky to get. One key step is you'll need to get the statue from the top into the top left switch, get the statue in the bottom row into the middle, and then get Edna into the bottom row.

It's pretty difficult but I hope that helps!

(+1)

Cool concept for the game, keep up the good work!

Thanks for supporting Linux <3

(1 edit) (+1)

Wow, this game is really good. The sight arrow mechanic works really well and I like that you can still move a little bit after you lose control. 

Question, I got all the sushi but is there also a bonus item on the first level? On the level select screen next to "Level 1 The Cellars" there is a silhouette of a cat?

Yes, you should be able to see a cat if you go back to level 1 after collecting all the sushi!

(+2)

Ah yes I overlooked one, I missed the sushi from "Level 6 The Chapel". That is a hard one, got it just now more through just button mashing than skill tbh

Thanks, I replayed the level a lot of times thinking I missed something.

(+1)

Overall it was a lot of fun. The ninth level involved a bit of what feels like boundary breaking with the mirrors in order to collect it properly. But I'm glad I figured it out! Fun game.

(+1)

Pretty cool puzzle game! I made it all the way to stage 9... could have uses a bit more variations to the puzzles, but for a jam title this is a minor concern. Kudos!

(+1)

I am just REALLY surprised only one person made it. My favorite mechanic is the reverse time. It must of took a long time to figure out how to make it function!

(+1)

Thank you! The implementation of rewind was done after the 48 hour game jam period and if you are interested, here is a good resource as to how it was done in Braid:

(+1)

Nice core mechanic and the secondary mechanics feel like strong expansions of it.

Not a fan of the puzzles though. Most of them are barely challenging. It feels less like solving them and more like stumbling through them, more busy work than anything. 

The one exception if the last level, but that felt more like a case of just being deliberately overwhelming which results in a more trail and error approach than something I can step back and think about. A big part of that is keeping track of what switch does what, in something like portal this is clearly indicated without ambiguity. So again the stumbling technique resurfaces.

I think a big part of this is that elements are often used once blatantly and then not again, it feels like following a very linear path which always gives away the solution to the puzzle. 

I agree that the puzzle design is linear and that the game overall should not be too challenging. The feedback about switches making the game feel like it requires more trial and error is helpful!

I'm personally a big fan of hard puzzle games like Stephen's Sausage Roll, Jelly no Puzzle, Snakebird, etc. but feel that they're not very accessible to most players and that many people end up giving up just a handful of levels in. In an expanded version I would likely keep the same degree linearity and challenge in the required levels and design sushi's that either require more advanced techniques or require more tricky logical reasoning.

Thank you for your feedback!

(+1)

I think the problem IMO is that there needs to be some kind of issue or dilemma the player faces, even if it's incredibly easy, in order for it to really be a puzzle. There were certainly moments where I wasn't sure what I was doing, but usually by the time I'd got my bearings it was already over. Again, I think if button/door relation was clearly conveyed then I'd at least be able to think things through. I'm sure even an easy puzzle would feel better if I feel like my choices solved it rather than hitting buttons until it solves itself. 

(1 edit) (+2)

I love the game, I also hate sushi 8 cuz I can't get it

Hi there! Love this game (it looks great and is wholesome and thinky). We'd love to feature it on CoolmathGames.com. Please email us at games@coolmath.com if you're interested and want to learn more!

(+2)

I love everything about this! Felt really good to find every last bit of sushi

(+2)

Really cool little game, thanks for making it! The puzzles and the amount of variation there was in them was great and I especially enjoyed trying to figure out how to get the Sushi in the Hall of Mirrors. I loved the music and visuals too, the music especially reminded me of playing the Game Boy Colour when I was younger. Looking forward to what you guys make next!

Thank you for playing and glad to hear you managed to get that sushi!

(+3)

I gave up getting the sushi at the Tower of Mirror level T_T

(+2)

What resolution did you use? Do you plan on making it a big commercial game?

(+1)

The base game resolution is 320x180. I don't think this will be a big commercial game but I will probably continue working on an expanded version :)

(+1)

:3

(1 edit) (+1)

It was fun. There were a couple levels where I couldn't get the sushi because I had no idea where to even start trying to get it, not that that's a bad thing.

(+1)

Great game! why not 'Out of sight, out of mind - control' for the name? 

(+1)(-1)

Thanks and yep, that's sort of what's implied in the title!

(+1)

It's not really mind control if they're statues.

(+3)

So fun.  You really made the best out of the levels

(+2)

Played this game after the results were out and noticed this was the #1 game. So congrats! Lovely little game with such a simple mechanic but great fun to play! Loved the art and the music (very 8 bit indeed!). Would love to see this fleshed out with a nice story (why is the witch (?) moving through the castle) and a supporting cast of cute characters into a full on game!

(+5)

Thank you, I'm thinking about expanding the game more and have some ideas! Here's one of them:


Cool!

(+1)

I love it!!

(+2)

Amazing Game!!!! How did you make the cool dust effect and the transitions?

(+2)

Thanks, the jump and land dust effects are animated by hand and the screen transitions are done via a shader (see one of my comments below for more details).

Thanks a lot for replying! You are very skilled if you did the fx in a pixel art software! 

(1 edit) (+1)

Great Game

(+1)

Brilliant

(+1)

This is so awesome this was made in GODOT!! Would you be cool with releasing the source code at all? I only ask as Godot Devs tend to do this.

Thank you!

Regarding source code, I'm not sure yet. That said, if you have any questions about how specific parts of the game were implemented, I'd be happy to answer them!

Awesome thank you, I'm only asking as I do tutorials, though the screen transition is really nice, that I'm interested in, is it a shader?

Yep, the screen transition is a shader. I put it on a separate CanvasLayer and have two ColorRects with the shader material, one for fading in and for fading out. The next scene is loaded asynchronously and the fade in is played once the scene is done loading.


This particular shader I learned from an article here: https://ddrkirby.com/articles/shader-based-transitions/shader-based-transitions..... They also have a good reference to a bunch of screen transitions shaders here: https://gl-transitions.com/gallery

Hope that helps!

(+1)

Thanks a lot of sharing your sources. I'm also moving my production from Unity to Godot. This is very helpful. 

(+1)

For me, sushi were not optional haha. 8/8. The kick-jump mechanic require a bit of mastery. I loved it!

(+1)

Got all the SUSHI!!!

Great game! I really enjoyed it!

(+1)

Video Review and Playthrough

Hello,
I recently got a chance to review and play your game on my stream and I gotta say that I loved the art style and the puzzles! There were a couple suggestions that I gave in my stream so I'm hoping that it can be helpful (I'm not that good at reviewing games but I'm working on it).
I'm really looking forward to what else y'all are going to be making and I'd be more than happy to play them on my stream!

Thanks so much for playing through the entire game and making a youtube video about it! I enjoyed watching you play through and it was cool to see you get the double jump and finish the hall of mirrors!

I totally agree with having a shortcut to return to the witch and will definitely implement that if we try to turn this into a full game. Thank you for the comments about the sfx being a bit too loud; it became a lot more noticeable to me once you pointed it out. I think audio is probably our weakest area and we'll definitely put more work in improving it!

(+1)

Great game! Tasty sushi, tight doorways.

Thanks! And haha, I actually wrote some code to try and help push you out of doors so you don't get stuck but it doesn't work 100% of the time :p

(+1)

it's  very good for a game jam wtf, i want more lvl!

(+1)

really cool and good puzzle. well polished

(+1)

This is highly polished! In terms of art, sounds, and level design.

Very inovative mechanism, the level design makes it stand out even more!

(+1)

just wow

(+1)

Very good game, great puzzles and quite polished for 48 hours.

(+1)

Really fun game with great design!

(+1)

Great game, I had a blast playing it! Hall of mirrors was quite the challenge.

Viewing most recent comments 1 to 40 of 45 · Next page · Last page