Aria's Dreamland Dissonance
A downloadable game for Windows
Game Status: Currently in development
Story: A world within a world; Aria's Dreamland Dissonance is a game about the love neglected, overworked, and totally amazing, demi-god Illaria in her attempts to write. Yet the further her story goes on the more her other, larger and way gorgeous, half interferes, turning the whimsical tale into a discordant chronicle with ebbs and flows of spooky tones.
Description: ADD is largely about moving forward, platforming, and dispatching enemies through various means. Directly inspired by games like Adventure Island and Ghouls and Ghosts, ADD mostly follows a level to level structuring with checkpoints. There are many different weapons, spells, and of course, powerups, to help along the way.
Though mostly linear, there are numerous secrets and split paths to discover as well as some puzzles to solve. You'll be able to revisit previous areas while keeping your progress however, so even if you miss a secret or upgrade, you can always go back to get it.
Among all the candy and mana potions spread across the world, there are also other special items to find which grant temporary powers as well as transforming Illaria to better suit this boost.
Hidden away, or purchased from the golden candy shop, are numerous permanent upgrades. These range from simple stat boosts to adding new effects to weapons and spells. Many of these upgrades will require you to use your wits and skills to solve puzzles
Currently the game is in active development and this demo may not represent the full game when it is released. You can support development of the game via my Patreon or Ko-fi and get access to the latest build of the game as a paid member:
https://patreon.com/SilverEarsEntertainment
https://ko-fi.com/silverearsentertainment
https://boosty.to/silverearsentertainment
Updated | 4 days ago |
Status | In development |
Platforms | Windows |
Rating | Rated 4.2 out of 5 stars (36 total ratings) |
Author | Mitatell |
Genre | Platformer |
Tags | blueberry, breast-expansion, Fantasy, inflation, Lesbian, Pixel Art, Side Scroller, transformation, weird |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Gamepad (any) |
Accessibility | Subtitles, Configurable controls |
Download
Install instructions
Download the zip file and use a zip program to extract the files to a folder.
Ensure all the files are in the same folder together.
Run the executable 'Aria's DD Demo'.
Development log
- New Patched versionOct 07, 2023
Comments
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Is there any chance for this game to appear anywhere else besides Patreon? I'd really love to support the development and try out the latest updates, but I can't do that from where I live.
Oh hmmm I didn't know that would be such an issue. I'm not sure of many other avenues though. Do you have any suggestions for places that you are able to support at?
Well, Boosty is actually a pretty good alternative from what I know. At least subscriptions there seem to be way more forgiving. Well, from my experience at least. Plus I think Itch here has the same option, no? I mean, you can lock the recent content behind subscription as well.
Hmmm I'll have to look more into Boosty and see about setting up a page for it. I do worry about having to replicate all of my old uploads to Boosty. Also I do think I see the option to add priced content for itch. I think I'll see if I can just do that option first and then look into Boosty.
Yeah, the main downside of Patreon and KoFi is that their payment methods are very restrictive. While Patreon allows PayPal and credit cards, KoFi is PayPal only, which is, frankly speaking, pretty depressive since it does not accept payments from anything I know and use. Boosty is way more sociable in that regard.
Checking into itch's systems, it seems a little rigid. Every way I look at it has some flaw to it making it non-ideal.
Like it seems as though it doesn't have an actual subscription system, but I could set a flat price for a build for example to be sold. Then I could 'increase the price' to maintain your access to the new builds for example. That would work except I would like it that if you support me during the dev cycle that it's cheaper for you than it would be when the game is released.
Anyway, I set up a Boosty. For now it will just host the builds, but if there is interest I will also host the npc polls there too when a month starts.
This game, while interesting, feels very clunky right now. The controls and and the buttons for maneuvering menus feels unnecessarily obtuse, IE multiple buttons to confirm multiple things, sometimes it would just make more sense to just have one button to confirm things instead of 3 or more
The navigation and movement of the game feels very player antagonistic, there were so many times that I went into an area without knowing i couldn't go back or mistimed a jump that would both lead me to areas I didn't want to go to yet and forced me to continue instead of being able to backtrack and get some collectibles i missed. This is because of the way the map is created, multiple collectibles will just be out of your reach even at the beginning of the game, or if you mistime a jump once, you're forced to continue the game unless you go back to a previous save in order to attempt a single jump again, disallowing any kind backtracking or exploration if you mess up. If the players jump was extended, or if they had an extra way of increasing their Hight in the air on their own, this could fix the issue itself. And lastly for the map design is that sometimes there's just... intangible walls... or floors... and it doesn't even look like you can tell if they are or not, you'll mostly just end up finding out the hard way with them, especially with the floors, If there was a way to tell the difference between floors and walls you can pass through, I wouldn't mind it much
And lastly... I'm not sure i see the poupous of the melee attack? this isn't a major issue as it is, it doesn't feel necessarily as strong as all the other ranged options the player can get. Not sure what to suggest to fix that though sorry.
Heya Roundkights!
I just have the extra set of keys as a backup just in case you accidentally rebound your keys to something uncomfortable while navigating the menus. Then you'd be able to rebind your keys using the backup. (The ones displayed on screen)
In terms of the 'no backtracking', that was intentional to try and keep the pace of the game moving forward. In the completed game it will have more unlockable movement mechanics to help with getting the collectibles. For example, one of the upgrades allows you to grab ledges in the current non-demo version of the game.
I'm unclear on what you mean with the intangible floors/walls. Some of them are intended to hide secret paths to reward you for exploring and the forest area the darker green tree branches should always support you while the lighter green bush-like canopies are meant to feel unsecured and unreliable so it feels like a risk to be in them and encourages you to instead rely on the dark green branches.
In regards to the melee, I do plan to rework it to feel less sluggish later down the road, but the intent to melee is the unique power of destroying some enemy weapons and armor in one hit. (Some enemies aren't staggered if they have armor on) I'm not sure if the demo has it, but melee can also destroy many projectiles. (In the current version at least)
Anyway, thank you very much for playing and leaving me some feedback! As I keep developing the game I'll try to improve it more!
Hello, I noticed one trouble while playing this demo - I cannot see the right corner of the game, so I cannot see the last word of the line, resolution settings do nothing, it shows even in the windowed mode.
Also - is it possible to switch spells or not?
Anyway, great game, I shall support you on Patreon, this game looks very promising :-)
Heya! Glad to hear you liked it!
In regards to the issues with the resolution, the settings in the demo are unfortunately a bit limited when I made it. The updated version of the game allows you to change aspect ratio to some of the more popular ratios and manually adjust the GUI size of the game. If you're a supporter on Patreon you can download the latest version.
Edit: Also you can only pick up new spells currently.
Hi, I have a question about the versions. How big is the difference between the demo and the current version of the game? And are all the bosses in the demo much stronger than in the current version?
So the one boss in the demo (The recolored golem) isn't in the actual current version of the game, he's just a demo specific sort of boss. In the current build there is are two bosses, (Though they are one after the other deal where you fight one, then the other immediately after). They are significantly different, though I don't know if I would call them harder honestly. They have their own fight rooms and mechanics and such. (The second boss can also be hit with the wind power spell if you want them to be harder)
As for the actual level differences, the demo levels are arranged slightly different from the current version. In the current version there is the field area, the mountain area, the forest area, a beach area and a candy island area. There's also a few more puzzle shrine areas and some extra stuff. The current version is more fleshed out in general and includes the new power level system too.
第三個機器人不可能打贏
It's got blueberries so I likey
I really liked it, I thought the gameplay was really fun and engaging. Like others who have commented I would love to see more permanent visual upgrades. Also I think making things like stairs a ramp you walk up rather than having to jump like 3 or 4 times to get up what visually is a staircase would be good.
A fun little project, I really like the pixel art. I think my favorite part is the temporary power ups, I'd love to see more kind kinds at a higher frequency as the development continues.
I'm glad you like the temporary power ups! I will be adding a higher frequency to the power ups and also there will be at least one more different kind. I'd hope to be able to add more in the future too!
While the gameplay isn't bad, there are a just a few too many one-way drops and misable collectables/currency for me to not leave every room feeling at least a little annoyed. A way to drop through platforms you can jump through, and either a boost to jump height or reduction in the one-way drops would make the game much less annoying in both regards.
Also losing shards on death (especially pit death) is supremely obnoxious, the loss in damage output is outright painful
Thank you for the feedback!
So some of the collectible positioning was meant to be a minor bonus if you happened to use things like the wind inflation spell as a regular smart bomb. Meant to give you a little extra reward instead of only removing enemies. The currency will be balanced in a way to where you shouldn't have to worry about missing them as you can replay old sections to get more currency. I made sure that meaningful item unlocks won't just be randomly hiding in the treetops for example.
In regards to losing shards/power on death, I am going to add a system where if you fall off an edge, you will teleport back up, but it will have a max charge count and you'll get one charge every time you pick up a symbol.
In addition, I'll make it so that on easy mode you have infinite teleports and you just lose a small amount of health instead.
Thank you for playing it! I'm glad that the controller implementation works as well as it does.
There will be at least one more powerup based form and I will likely add a few more max boob sizes to the symbol system as well. As far as other more permanent TFs, I'll look into what I might be able to do when I am reworking the sprite system to accommodate the increased sizes. Though it's a lot more likely if I do other kinds of TFs that they would follow more in line with the blueberry/boobmilk powerups where they are temporary or semi-temporary. (Though I may add a TF/Expansion form as a spell you can cast) I think the biggest reason for limiting them though is having each TF serve some kind of purpose that keeps in line with the game design itself and won't hinder it.
Anyway, I really appreciate the feedback!
the game is totally awesome, i will definitely support on patreon. The controls are simple and comfortable, in addition to having compatibility with my Xbox controller, that is a more than satisfactory detail, the enemies have a fairly intelligent AI, they know how to put together strategies to surround you, in addition to the fact that the platform design is exquisite, you must be Pay attention to every gap in the forest area, my congratulations for this game and its wonderful interfaces, it deserves to be well supported, I would like to see it completed or with more content. Now, the only drawback I have found is the optimization, since with my 16GB of ram, NVIDIA 3050 graphics, it drops to 5 fps, it is the only detail I see, only good optimization is what is missing... .and that the breasts can get a little bigger through the levels, just that, tremendous masterpiece, 20/10 and God
Thank you very much for your kind words! I will certainly be trying to complete it and there will definitely be more content.
In regards to the slowdown, I think I know the culprits. (Weather effects and lighting) I'll definitely be optimizing.
As for extra 'size', I am thinking I will add more that are purely cosmetic.I have to revamp how my sprites show to make it work, but I think itll be worth it to have more size.
please mark bottomless pits.
Or if you are not going to do that, at least make it not be an instakill/lose all the power
Out of curiousity, was it the tunnel in the forest area?
Just any pit, if bottomless, should be marked with some kind of tell if your game has vertical movement.
especially if the punishment for falling is so harsh.
also, dont remember, probably? Didn't have a problem with pits till forest.
Oh the save points are whenever you reach a cabin. It should say 'saving' in the bottom left with a little animation. Also you can go into the cabin and use the bed to go back to Milan's room. Then using the book there lets you teleport to different save points. The checkpoints are just for longer individual areas.
I'll have to take another shot at that particular forest area as it seems the most difficult so far.
Thank you for playing it and giving me feedback on it!
Oh yeah that part. I did try removing the exploding mushroom from that part when I updated the game to V2, though if it's still quite difficult I might nerf it a bit more.
In regards to the rune tiers and wanting there to be a higher max, do you mean just the cosmetic element to it? I am certainly considering adding some more tiers that would be cosmetic only. It just requires a revamp of how the sprite systems work for transformation forms.
I think you are right in that it shouldn't dump all your power when you die. I think I will rework it to where when you get extra runes that you get a kind of buffer against death and each death only takes one of them away. That should make it so it doesn't feel bad to die.
I'll look into making it so you just take damage from falling into pits, (Or maybe it takes a rune instead with the implication being you 'teleport back up' at the cost of one) but it's definitely extra to code yes. I'll work on a more immediate solution for the current builds to have the extra buffers in the meantime since that won't be nearly as hard to do.
Edit: I think I will make it specifically so that falling into a pit will take away one symbol, but death as usual will take them all away and then make the player teleport back up to where they fell.
The difficulty ramps up pretty hard partway through. I couldn't get past the forest level. Still, neat idea so far.
Thank you for playing it! I'm going to do some mild adjustments to the difficulty in that specific level for the demo. Seems quite a few people have had trouble with it.
Perhaps this is a matter of the game engine being used, but trying to assign the movement to the arrow keys results in double inputs when using the menu. It's a quirk, but it makes key binding to something that might feel more
comfortable less feasible.
Being able to see what weapon you currently have would be great, and knowing when a pickup will switch it out would be a huge QOL.
Still like the start of this so far. Definitely suggest adding some tags for visibility. Both "breast-expansion" and "inflation" would definitely be relevant here.
Oh no the engine can support the key binds. I will make modifications to the system to resolve this and update the demo.
You can see your current default weapon (the one you have even after dying) by pressing esc. However, the current weapon I hadn't thought would be an issue. Ill see if I cant find a way to show what your weapon is without adding too many UI elements. I might just add something to Aria physically that shows what weapon she has.
Oh I didn't realize I could set my own custom tags. Ill add a few. Thanks for playing it!
nice retro
Thanks for playing it! It helps to see how people play the game.
you game big creative ..gg
lovely, need to add some tags so others find out about this amazing game
Im gonna do that now. I didnt realize you could add custom tags.
I know this is a demo, but there's a small problem with the contents being cropped out from the game from the right
I can't see the text fully because of this
Otherwise, the game is pretty fun!
Oh that's strange! I wonder if it has to do with resolution and such. Can you tell me what resolution you have? Any chance you can post or send a screenshot to my email too? silverearsentertainment@gmail.com
I just realized this as well, I'm running the16:10 aspect ratio which is taller
I'll try to change the resulotion to the good ol' 1080p from the .exe's properties and update you on this. Sorry for not checking that before saying so
And I hope others would find this and figure it out as well
Not a problem! It's good information to have. I'll have to put it on my to-do list having various aspect ratio graphical options!
Turns out I can't change my display's resolution for a specific app unless I do some commands here and there
I did try the standard 16:9 aspect ratio and the cropping problem went away!
2560x1600 (16:10): Can't see the Enter button
2560x1440 (16:9): Enter button is back!
I suggest adding a resolution setting in the Graphics settings so the user can simply choose a resolution, but if it complicates things. Then yeah just add the 16:10 aspect ratio, or just have the game force the display to view the game in the standard 16:9 aspect ratio. There are likely a bunch of other ways, those are what I could think of.
And don't worry, 16:10 is a relatively new aspect ratio that gaming laptops are starting to use. Games are steadily starting to adapt to that new ratio so you're not the only one with this problem
Ok! Thank you for showing me it's an aspect ratio issue. I can definitely fix that. I'll have to look up the numbers on each, but I am sure I can get them all working within reason. Maybe a pixel will be missing here and there, but nothing that would noticable.
Thanks a lot for helping! I really appreciate it!
Oh, I'mma bet that Kusemek is gonna play this game for his channel lol
For sure
I wonder if he is gonna paywall the link to it behind his patreon is something too?
Not sure, mabey