Hi guys!

This is Through the Nightmares 'development team. Our game got a page on Steam. There is also a free demo version of the game.
https://store.steampowered.com/app/1266210/Through_the_Nightmares/

We love hardcore platformers, but we're fed up with them being associated with primitive graphics. Therefore we have made our own moderately hardcore game, but with unique gameplay, and comfortable and responsive control, wrapping it all into the magical atmospheric world of childhood nightmares.

You will have to find and rescue the children from the trap of the almighty Morpheus, by overcoming of all their fears.

Main Features

  • Immerse yourself in the magical atmosphere of children's nightmares. Unexplored worlds of dreams await you. Every child's dreams are a unique universe;
  • No pixel art — only beautiful atmospheric locations, painstakingly assembled by hand;
  • Assess your strength in a hardcore platformer in an atypical for this genre low-poly style;
  • Dip into a story mode of 45 levels, divided into 3 chapters. Don 't let the kids get stuck in dreams and help them overcome their fears!
  • Learn to combine Sandman skills! In addition to agility, the protagonist is able to change his size, which helps to slip where others cannot;
  • Pick up and use a resurrecting flask with magic sand that will allow you don’t return to the start of level after every death;
  • Bothered of count timings? In “Through the Nightmares” most barriers work to the beat of the music, so it is enough only to listen to it to choose suitable moments.


See the Steam page for a more detailed description of the game.

Add the game to your wishlist. We'll be grateful for the feedback! It is very important for us.

Thank you for your attention!

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4 years ago*

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Well, it looks really good. I hope the release goes well. Any plans for a Linux version?

4 years ago
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Thanks! Linux is a very small part of the market, so it’s unlikely.

4 years ago
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Though I am a known fan of pixel art, I can appreciate your stance on the matter :) For non-fans, I imagine the current revival and popularity seems like a step back.

That said, on the point in question: your game's artwork does look quite good, and seems quite promising! In some small aspects, I believe you can even carry out a few tweaks that may have a noticeable impact... a notable example would be the character animation, as the jump animation in particular makes it look like (to me) an excessively rigid movement. The size transition, an interesting game mechanic, may benefit from some additional graphical effect, just to confer more "magic" to the action (like the use of particles of a different color, or a minor fluid animation). After all, it is a fantasy dream setting!

The english translations may need minor tweaks (on the example of "not welcome" instead of "unwelcome"), but seems like small things that will come around in final testing.

Nice work ^^

4 years ago*
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We are also not against pixel art, it just often scares players away and they cannot discover this genre. These are draft animations that will continue to improve. Thanks a lot!

4 years ago
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i love these type of games. nice to see that there are still some atmospheric games

4 years ago
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Thanks! Nice to hear this

4 years ago
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Thanks for sharing. I played through the first 6 levels of the demo and had fun. Few things...

  1. Do the yellow particles have any significance? They seemed to be scattered around the levels and I wasn't sure if they were just a visual effect, or if they symbolized anything or could be interacted with. See attached screenshot.

  2. The sound effect of the spikes coming up and down from the ground seemed a little louder than it needed to be and became a bit annoying.

  3. I'm unsure how I feel about the resurrecting flask only allowing a limited number of uses. You reach the point in the level where you can save your progress, but if you die a few times that progress is lost and you restart from the beginning. It's a bit frustrating because you're already struggling if you die a few times after saving, and then any progress you did manage to previously make is also taken away. The flask not instantly saving progress but requiring you to choose the save point is also a little frustrating. You're encouraged to push further into the level before saving, but there's also a good chance you'll die, regret not using the save point when you had the chance, and need to restart. On the other hand, I can see how it adds a bit of strategy (do I save now, or try to complete this difficult jump?).

It was fun overall though. I enjoyed the visual style, the concept of changing sizes worked seamlessly, and I think the level of difficultly was in the right spot.

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3 years ago
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<3 !!

edit: tried a little bit, me too. appealing visuals, i'd remove the A = Select, B = Quit gamepad buttons on the main menu, 'cause not that useful and different from game overall style. problem for me was the Jump. can't make a precise jump while walking, found it difficult and little enraging... and only played two levels :P

(version date, bottom of main menu, says "Match" but should be March)

3 years ago*
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I agree that jumping seems to lack precision and feels slightly off. I'm not certain what it is, and whether it's related to how long the character hangs in the air or how abruptly you can change directions during a jump, but I had some difficultly controlling the character.

On a side note, I wonder if the speed of the spikes is too slow. If you look at the below gifs you can see the character start walking across the spikes while they're still animating down. I feel like they should hurry up and get out of the way, and spend less time in the "may or may not kill me" state between up and down.

View attached image.
View attached image.
3 years ago*
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Thanks for the feedback!
We noticed an error in the "March" when we loaded the demo into Steam and decided not to fix it :)

3 years ago
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  1. Yellow particles — is fireflies. in some places they are used as a pointer to where to move, in some — just as a decoration.
  2. Sounds we will still modify
  3. The checkpoint is set by the player, not us because firstly — this adds an element of strategy, and secondly — each player will be able to install it wherever he wants. And the limit on the number of resurrections was made, firstly — so that the player would not spoil the situation by setting the checkpoint in an uncomfortable place, and secondly — so that each time it could be installed further.
3 years ago
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