Don't Look Back

"Don't Look Back," a two-player game that plunges you into a rooftop puzzle adventure through a dark city. You must work together, by moving together to progress forward. 

Player 1: 

  • Up Arrow -> Jump
  • Left Arrow -> Move Left 
  • Right Arrow -> Move Right 
  • Right Shift -> Kick

Player 2: 

  • 'W' -> Jump
  • 'A' -> Move Left 
  • 'D' -> Move Right 
  • Left Shift -> Kick

As you traverse through the rooftop puzzles, a manifestation of your own inner struggles and regrets, persistently clings to you, threatening to hold you back. "Don't Look Back" challenges players to work together, coordinating movements to overcome obstacles and outrun the ever-encroaching fog that symbolizes their haunting past.

With the fog relentlessly following your steps, your only choice is to move forward, seeking meaning and hope. Move too slowly, and your own history will start to wrap around you, obscuring your vision and impeding your progress. Linger for too long, and you risk succumbing to complete darkness. 

The question echoes: How will you escape this nightmare? How will you find more meaning and hope in your life?

"Don't Look Back" is not just a game; it's an emotional rollercoaster that tests the limits of collaboration, determination, and self-discovery.

The rooftops await, and the only way out is forward.

Download

Download
Don't Look Back.zip 42 MB

Development log

Comments

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I really enjoy the mechanics and creativity of this game, and the character animations are incredibly smooth! While playing, I find myself reflecting personally. If possible, I wish the levels could be more personalized, allowing players to feel the creator's thoughts with each level they pass.

I love your game mechanics so much, and this is a smart way to bring players together. The mechanics and narrative make sense.

But like our off-campus critic said players are now all pressing one button and all doing the same thing. Wouldn't it be better for one player to walk and one to complete the quest.

I also expect your game to have different levels. You guys could reuse a track, but the speed of the black fog that may advance behind you on the track, including the difficulty of the co-op missions, is different. Otherwise it might get a bit boring doing the same thing all the time on a long track.

I think this assignment is still in a prototype stage at the moment, but with a little improvement this could definitely be a great game.

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As per usual I am lovvvinggg the art style and aesthetics of your game. I love the idea, it's super unique and entertaining to play. I love the narrative that was added, and the cute animation at the end of the game. I would definitely consider adding difficulty level options, where if you pick a harder mode, the camera would either move faster, making it more intense for the players, or having more obstacles. 

One thing I definitely found was that I felt bored in some moments as the person I was playing it with were almost in sync and worked together quite well, so we were at the side of the map waiting to move forward for a lot of the game. I feel like different levels of difficulty could help solve this issue. As well as what was mentioned in class with the different mechanics if you ever come back on work on the game. I really like it (you should totally keep developing it!) I also love the cat at the end. Suuuper cute!!!

What an amazing idea! It was so smart to have the two players interact in that intertwined way.  It feels like an exploration of the human psyche and an invitation to reflect on one's own journey toward meaning and hope.  Although it would not affect the message you are attempting to get across, if I could change anything, it would be to make the scene more complex by adding more obstacles.

I thoroughly enjoyed the concept behind this games character. I think it's a super unique idea and one that you should really consider expanding. This was mentioned in class but at the conclusion of the game one of the players ends up being, for lack of a better word, "deleted". And it would be interesting to see different ways to handle that, such as making the player on the back fold into the first player so it feels like they've come together to make a stronger protagonist. One thing that you could do is have the player on the left of the screen ( which I assume represents the struggles that character has gone through ) stronger. Maybe this would allow that side of the character to move an obstacle out of the way that the other side can not. Perhaps there could also be a flip function where the players keep the same side of the actual character and its attributes, but they which swap side of the screen they're controlling. I think it would also be cool to add more of those animations that were mentioned where one side of the character is mounted more on the back. Anyway love this idea, hope you get to expand upon it!

The controls of this game are interesting because of the way the characters are joined together. I like how the players need to cooperate with each other to proceed but their controls are flipped so trying to move normally itself is a challenge. 

I think one major improvement that can be made is the addition of checkpoints. I know this was said from others but I'm also going to chime in on this as well since your game is pretty lengthy from what I remember. Having those checkpoints can really keep your players motivated since they won't have to restart the entire game upon losing.

Great game! Glad to see it make it to this point!