This is an "Early Access" version. About 50% of the game is finished, and the latter half will appear early next year. The save files will be forward compatible.


A Prison for Dreams is a yet-another 2D pixelart metroidvania platformer thing. It is a "kind-of sequel" to A Graveyard for Dreams, sharing many similarities.

Compare to my previous metroidvanias, this one has many "groundbreaking" new features, including:

  • Slopes! Damn right, slopes.
  • No more climbing. Because for whatever reason people hated it before.
  • Free camera. No more "camera only moves when you hit the edges of the screen".
  • Automatic saving. Because last time I was told that it is not intuitive you need to save the game manually. 

Controls:

Gamepad controls (for Xbox-type gamepads) are listed in parentheses.

  • Move: Arrow keys/WASD (dpad/left stick)
  • Jump*: space/Z/J (A button)
  • Attack*: Ctrl/X/K/Left mouse button (X button)
  • Shoot*: Shift/C/L/Right mouse button (B button)
  • Down attack*:   Jump & down & attack
  • Charge attack*: keep attack button pressed down after attacking and release after the player starts to flicker
  • High jump*: press down when on ground, press jump button after the player starts to flicker
  • Charge attack*: keep shoot button pressed after shooting and release after the player starts to flicker
  • Pause: Escape/Enter (Start button)

(*Requires an item)


Saving:

The game saves progress automatically. When you see a spinning floppy disk on the bottom-right corner, the game has been saved, but if you see a flickering symbol with "!" symbol, then something went wrong (most likely your browser blocks local storage)


Source code:

If you enjoy tinkering with the source code more than playing the game itself, you can find the source code on Github: https://github.com/jani-nykanen/a-prison-for-dreams

Published 21 days ago
StatusIn development
PlatformsHTML5
Release date 21 days ago
Rating
Rated 4.4 out of 5 stars
(7 total ratings)
AuthorJani Nykänen
GenrePlatformer
Made withAudacity, Tiled, GIMP
Tags2D, Metroidvania, Pixel Art
Code licenseMIT License
Asset licenseCreative Commons Attribution_NonCommercial v4.0 International
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller
LinksGitHub

Comments

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windows build plz??

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Can we find item needed to break stone bricks(in front of us, not ones above or under) in this version? I found 4 orbs so far but i cant find way to break rocks.

edit:by this version i mean non finished :D

(+1)

Yes, there is an item that gives you a charge attack (it can be found in the sewers, which can be accessed from Sunken Passage if you have the required items). You can find all eight orbs in this version.

great! ill try again, thank you for answering me 😁

look forward to more. beat the eye and now am in the unfinished frozen caves.

(1 edit) (+1)

Play it. Really cool so far! Please continue :)

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SPOILER PLEASE DON'T OPEN UNLESS YOU BEAT THE GAME.
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Puzzle island is skippable by doing this jump (see image). Bullet shows from where you need to jump. You need to use coyote time and charged attack for it (clearly i didn't look for ways to skip puzzle instead of thinking :).


Unless you're planning to make another, "harder" version of eye bossfight I think you should make it harder, like make eye way more active. Currently you just spam attack...

Gun seemed useless to me, because you waste shots very quickly. I think it would be more useful if it had about 15 shots by default (+3 per upgrade), and collecting bullets would refill all the ammo.

 Puzzle island is skippable by doing this jump (see image).

Damn, didn't realize that is possible. I actually added those three blocks because without them skipping was even easier, but didn't realize you can still skip it, heh. Oh well, let it be there for the speedrunners...

 ...eye bossfight I think you should make it harder

I tried not to make it too hard since people usually complain that boss fights in my games are too hard. The final boss will be harder, of course.

Gun seemed useless to me, because you waste shots very quickly. I think it would be more useful if it had about 15 shots by default (+3 per upgrade)

Gun originally had more bullets, but that actually made it too powerful compared to the sword, but I will see if I can make it feel more useful without making the sword useless (why use a melee attack if the ranged attack deals damage faster?). Balancing is hard!

(1 edit)

Maybe only drop bullets if player killed enemy by sword after fixed amount of kills? Something like drop 5 bullets after 4 sword kills.


Also I don't see how bossfights are too hard. I think they were fine. I always could kill boss after 5 tries at max.

(1 edit) (+1)

"Slopes! Damn right, slopes." I'm so happy you're continuing this series! I love it! I made it to the area still under construction. Nice touch with the warning cones. I hope I'm not the only one who tried to climb the vines! :)

So it was just a name! :)

Great 2D platformer game. I enjoyed it.

It's great, like all your other games! I will look forward to the continuation with impatience!

totally fantastic game as always from this dev ! loved all the others and this is just as good - looking forward to the full version ...