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sodaraptor

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A member registered Dec 02, 2018 · View creator page →

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Thanks for playing, glad you liked~ and thanks for pointing out that text error. There's so much dialogue I knew there had to be at least a few.

Thanks for checking it out, glad you enjoyed! And noted on the softlock- definitely missed that during testing so good catch. Will add a ladder there in a future update.

What kind of controller were you using to try to play the game?

That's super weird and I have no idea why that could be happening. Seems odd a controller would cause literal framerate lag depending on if it's plugged in or not. All I had to test with was an Xbox 360-esque controller, so I'm not sure how other controllers affect the game. Could it be some of your drivers being possibly outdated?

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Hypnagogia 1½ is a surreal, first-person exploration game with light platforming, puzzle solving, and visual novel elements, where you control the dream guardian rabbit Gogi on a quest to mend a corrupted dreamscape.

In this DEMO from the 2025 LSD Jam, you'll experience the abbreviated beginnings of a plot that takes place shortly after the first Hypnagogia, as well as a fully explorable and completable world.

  • Pull levers, climb ladders, grab/stack/throw objects, and interact with your environment like you never have before in previous Hypnagogia games.
  • All new mechanics: swim underwater and avoid draining your dream sanity as you navigate a flooded and ravaged rodent-run city world.
  • Complete controller support (and recommended).

Play it here! ▼

https://sodaraptor.itch.io/hypnagogia-one-and-a-half

Not right now. The original programmer I had on this project left so it's unlikely I'll be able to dedicate enough time to reverse engineer the existing code, but one day I'll return to it and probably start from the ground up.

omg thank you, this will be useful!

Hi HorseFish- Thanks! I am currently not available for development questions unfortunately. I see you have some interesting games on your page- I really like the look of Judgement of Atlantis. Best of luck with your future projects!

Thank you, bigcock!

Thanks for the feedback Skels! Yeah there's a lot of balance and positioning issues with jumping on enemies, esp with the camera angle change (which I thought might help in the end but alas). I'd like to eventually implement some kind of "lock-on" when you jump and then press a button to kind of hone in on an enemy's head if you're close enough to make it a bit more intuitive. I might revisit next year to tune it up! Thanks again for playing

Don't let Grey Leno beat you!

Lots of free time and long sleepless nights :')

Weird, first I'm hearing of this. It's a bit of a height, but should definitely be possible if you time your double jump at the height of your single jump at that part. Not sure what could be going on unless it's something going on with your specific browser

That'd be rad, though I feel like there are a ton of submissions way better than mine haha Thanks for playing!

Ah man a homing missile upgrade would've been amazing, wish I could've gotten some extra time to make that happen! Yeah the minimap was definitely a crucial addition, another thing I would've loved to have gotten in the original jam version. Thanks for playing!

Thanks!! Staying up late every night with no job definitely helped :')

Thanks sm!

Thanks! Yeah our artist killed it with the all the game's illustrations! Something was left broken with the jumping in the jam version, but I believe I fixed it in the post-jam build. Also added more pickup spawns during the boss fight, which should hopefully speed it up and make it more fair.

Thank you! I was definitely going for that kind of "stay up really late while playing some old obscure game you could never beat when you were younger" vibe haha

Thanks for playing! Yeah I can see the CRT effect being intense. I tried toning it down a bit in the post-jam update, but if I had even more time I'd look into adding an option to just disable it (although it's kinda part of the aesthetic haha).

Thanks! Yeah, EWJ was a huge inspiration as I love that game. Yeah, controls weren't broadcasted enough in the jam version, so I made sure to rectify that in an update.

This was an amazing little platformer! I was pleasantly surprised when a second level dropped, and the star trek theming was on point. The movement and collecting were fun, but honestly the thing I enjoyed the most was the music! Especially that main menu theme, wow. Nice work!

I love Slime Gal! This was seriously great. The game flowed along nicely and challenge was just right. I wish I could've played this with a controller (not sure if there was any support, mine didn't work if so)- I think that would've elevated the platforming and other mechanics much more. The art was the best, especially during the boss fight. Awesome submission!

Extremely high quality submission- had a lot of fun playing through this one. Felt very Doom-esque with how the enemies behaved and just how good blasting with the glove felt. That thing eats through batteries like crazy, so the choice to have the pickups respawn was a good one as it ended up being pretty challenging towards the end. Thought the music could've been punched up a bit more, but other than that everything was solid!

This was so great! Loved the art, the controls were fluid and intuitive with controller, and the level flowed nicely. Desperately needed some jaunty music but obviously that is still in the works, so I'm excited to hear what you end up going with for it. Only thing that bothered me was the sort of "visceral" sound when killing enemies, like the screams of the little mole guys. Didn't feel like it fit the vibe of the game very well and was jarring. They needed more of an "oomph!" or "d'oh!" sound. Other than that, it was really fun.

Even though it wasn't finished, it was still a fun to just walk around and kick stuff for a bit as Leno. Would've been cool to see the barrel-spawning mechanic spawn random Vinesauce stuff from the sky, or some more voice lines for GL. But a nice demo!

Said the same thing on the jam submission page, but this was really fun! Took a bit of a learning curve and definitely required I paid attention to the buppet descriptions, but after a bit of playing I was getting good score multipliers. I loved the use of the theme and all the different buppet types. Music/art were great too!

Said the same thing on the submission page, but wow! Had a great time with this! Cleared with 250 points. I'm a sucker for Warioware-like microgames, and this had lots of entertainment in such a small package. The duck wireless game probably gave me the most trouble because I kept hitting it on the heron or whatever that other bird was lol

I also really liked the detail of the desk continuously getting cluttered with references. Amazing entry all around!

This was really fun! Took a bit of a learning curve and definitely required I paid attention to the buppet descriptions, but after a bit of playing I was getting good score multipliers. I loved the use of the theme and all the different buppet types. Music was great too!

Wow, had a great time with this! Cleared with 250 points. I'm a sucker for Warioware-like microgames, and this had lots of entertainment in such a small package. The duck wireless game probably gave me the most trouble because I kept hitting it on the heron or whatever that other bird was lol

I also really liked the detail of the desk continuously getting cluttered with references. Amazing entry all around!

Thank you! Weird that it froze on game over, was it a full hang or did the buttons not work? No, I didn't make the CRT effect. It's an asset I used called VHS Pro!

Thanks! The subtle filters definitely help

We were down to the wire!

Thank you! We did some light playtesting and found that being able to aim at some enemies (like the turret head) was hard to do while moving so I ended up foregoing the Metal Slug route and leaning more Earthworm Jim where you sit still while shooting. But I can see it being preferential. Yeah for the boss I definitely should've had some more pickups spawn during the fight!


  • Fast-paced and brutally difficult gameplay inspired by Earthworm JimMetal Slug, and Contra.
  • Run, double-jump, shoot, and bomb through droves of enemies and a final boss fight.
  • Fantastic original artwork and character designs by Loopsdaloop.
  • Rocking Genesis-style soundtrack composed by the amazing BassClefff.
  • Full controller support (highly recommended)

▼ Play it now ▼

Cheats would be fun! I'll look into it for a future update

There is a hidden ledge beneath the first checkpoint lantern you encounter, right after the locked gate along the long path. Green key goes there

This was so interesting. The concept is really unique! Kind of like a mix of Papers Please and those anomaly-spotting games. I kept getting paranoid at checking and double-checking a lot of the same items. The Doll got me in the end!

Technically impressive and stunning art! The story and cutscenes really drew me in and those enemies were creepy. Good stuff!

Sweet and simple! I really dug the character art and that funky music.

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