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''Shady Part of Me'' is a game developed by Douze Dixièmes and published by Creator/FocusHomeInteractive for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne, and UsefulNotes/NintendoSwitch. The story revolves around two young girls who try to become friends, despite their differences. One is an imaginative, lonely girl who is afraid of light.

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''Shady Part of Me'' is a game developed by Douze Dixièmes and published by Creator/FocusHomeInteractive for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne, Platform/PlayStation4, Platform/XboxOne, and UsefulNotes/NintendoSwitch.Platform/NintendoSwitch. The story revolves around two young girls who try to become friends, despite their differences. One is an imaginative, lonely girl who is afraid of light.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shady_part_of_me.jpg]]


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Released in December 10, 2020.
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''Shady Part of Me'' is a game by Focus Home Interactive for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne, and UsefulNotes/NintendoSwitch. The story revolves around two young girls who try to become friends, despite their differences. One is an imaginative, lonely girl who is afraid of light.

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''Shady Part of Me'' is a game developed by Focus Home Interactive Douze Dixièmes and published by Creator/FocusHomeInteractive for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne, and UsefulNotes/NintendoSwitch. The story revolves around two young girls who try to become friends, despite their differences. One is an imaginative, lonely girl who is afraid of light.
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The difference between the two makes up the crux of the DualWorldGameplay. The girl walks in the three-dimensional world, capable of [[PuzzleGame moving things around and otherwise manipulating various objects]]; however, her aversion to light restricts her mobility to shaded areas. Her shadow travels through a [[PlatformGame two-dimensional]] world, where the darkness poses such hazards as [[SpikesOfDoom threatening thorns]] or [[AdvancingWallOfDoom risk of crushing]]; certain switches upon surfaces react to being in the dark, which the shadow can occupy or have the girl move something to cast onto it. However, in cases where a lever or some such casts a shadow on the wall, either the girl or her shadow can pull it - to the same effect. Letting a light be cast on the girl, or having a shadow abruptly obscure her shadow, will result in their demise, although the game makes use of a TimeRewindMechanic in addition to checkpoints from which the player can restart entirely.

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The difference between the two makes up the crux of the DualWorldGameplay. The girl walks in the three-dimensional world, capable of [[PuzzleGame moving things around and otherwise manipulating various objects]]; however, her aversion to light restricts her mobility to shaded areas. Her shadow travels through a [[PlatformGame two-dimensional]] world, where the darkness poses such hazards as [[SpikesOfDoom threatening thorns]] or [[AdvancingWallOfDoom risk of crushing]]; certain switches upon surfaces react to being in the dark, which the shadow can occupy or have the girl move something to cast onto it. However, in cases where a lever or some such casts a shadow on the wall, either the girl or her shadow can pull it - to the same effect. Letting a light be cast on the girl, having her shadow fall into thorns or be crushed, or having a the surface on which the shadow is standing abruptly obscure her shadow, cast into darkness, will result in their demise, although the game makes use of a TimeRewindMechanic in addition to checkpoints from which the player can restart entirely.
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* OneHundredPercentCompletion: Origami birds fly about various levels, requiring additional effort to collect them all.

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* OneHundredPercentCompletion: Origami birds fly about various the levels, requiring additional effort to collect find them all.all. Collecting one will cause further text to appear on the environment
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The difference between the two makes up the crux of the DualWorldGameplay. The girl walks in the three-dimensional world, capable of [[PuzzleGame moving things around and otherwise manipulating various objects]]; however, her aversion to light restricts her mobility to shaded areas. Her shadow travels through a [[PlatformGame two-dimensional]] world, where the darkness poses such hazards as [[SpikesOfDoom threatening thorns]] or [[AdvancingWallOfDoom risk of crushing]]. However, in cases where a lever or some such casts a shadow on the wall, either the girl or her shadow can pull it - to the same effect. Letting a light be cast on the girl, or having a shadow abruptly obscure her shadow, will result in their demise, although the game makes use of a TimeRewindMechanic in addition to checkpoints from which the player can restart entirely.

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The difference between the two makes up the crux of the DualWorldGameplay. The girl walks in the three-dimensional world, capable of [[PuzzleGame moving things around and otherwise manipulating various objects]]; however, her aversion to light restricts her mobility to shaded areas. Her shadow travels through a [[PlatformGame two-dimensional]] world, where the darkness poses such hazards as [[SpikesOfDoom threatening thorns]] or [[AdvancingWallOfDoom risk of crushing]].crushing]]; certain switches upon surfaces react to being in the dark, which the shadow can occupy or have the girl move something to cast onto it. However, in cases where a lever or some such casts a shadow on the wall, either the girl or her shadow can pull it - to the same effect. Letting a light be cast on the girl, or having a shadow abruptly obscure her shadow, will result in their demise, although the game makes use of a TimeRewindMechanic in addition to checkpoints from which the player can restart entirely.
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* GameOver: Although it's not a true game over (only prompting the rewind), the game does have two separate game over screens. If the girl is trapped in light, the colors brighten to blinding; if the shadow is obscured away or falls into a hazard, the screen goes dark.

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* GameOver: Although it's not a true game over (only prompting the rewind), the game does have two separate game over screens. If getting the girl is trapped in light, light or having the shadow eliminated does show a pseudo-game-over screen in which the colors brighten to blinding; if are all desaturated and the shadow is obscured away or falls into a hazard, contrasts are turned up, to the screen goes dark.point where the game seems to be in nothing but black and white.
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The difference between the two makes up the crux of the DualWorldGameplay. The girl walks in the three-dimensional world, capable of [[PuzzleGame moving things around and otherwise manipulating various objects]]; however, her aversion to light restricts her mobility to shaded areas. Her shadow travels through a [[PlatformerGame two-dimensional]] world, where the darkness poses such hazards as [[SpikesOfDoom threatening thorns]] or [[AdvancingWallOfDoom risk of crushing]]. However, in cases where a lever or some such casts a shadow on the wall, either the girl or her shadow can pull it - to the same effect. Letting a light be cast on the girl, or having a shadow abruptly obscure her shadow, will result in their demise, although the game makes use of a TimeRewindMechanic in addition to checkpoints from which the player can restart entirely.

to:

The difference between the two makes up the crux of the DualWorldGameplay. The girl walks in the three-dimensional world, capable of [[PuzzleGame moving things around and otherwise manipulating various objects]]; however, her aversion to light restricts her mobility to shaded areas. Her shadow travels through a [[PlatformerGame [[PlatformGame two-dimensional]] world, where the darkness poses such hazards as [[SpikesOfDoom threatening thorns]] or [[AdvancingWallOfDoom risk of crushing]]. However, in cases where a lever or some such casts a shadow on the wall, either the girl or her shadow can pull it - to the same effect. Letting a light be cast on the girl, or having a shadow abruptly obscure her shadow, will result in their demise, although the game makes use of a TimeRewindMechanic in addition to checkpoints from which the player can restart entirely.
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* UnsoundEffect: The girl's footsteps are a accompanied with ''[[{{Pun}} flip, flop, flip, flop]]'' WrittenSoundEffects.

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* UnsoundEffect: The girl's footsteps are a accompanied with ''[[{{Pun}} flip, flop, flip, flop]]'' WrittenSoundEffects.{{Written Sound Effect}}s.
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* TimeRewindMechanic: Upon either of the girls being incapacitated, a prompt appears on the screen to instruct on the use of the rewind. That being said, depending on how convoluted your process was before you incapacitated yourself, you might be better off with restarting from the last checkpoint.

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* TimeRewindMechanic: Upon either of the girls being incapacitated, a prompt appears on the screen to instruct on the use of the rewind. That being said, depending on how convoluted your process was before you incapacitated yourself, you might be better off with restarting from the last checkpoint.checkpoint.
* UnsoundEffect: The girl's footsteps are a accompanied with ''[[{{Pun}} flip, flop, flip, flop]]'' WrittenSoundEffects.
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''Shady Part of Me'' is a game by Focus Home Interactive for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne, and UsefulNotes/NintendoSwitch. The story revolves around two young girls who try to become friends, despite their differences. One is an imaginative, lonely girl who is afraid of light.

The other is her shadow, cast on the wall.

The difference between the two makes up the crux of the DualWorldGameplay. The girl walks in the three-dimensional world, capable of [[PuzzleGame moving things around and otherwise manipulating various objects]]; however, her aversion to light restricts her mobility to shaded areas. Her shadow travels through a [[PlatformerGame two-dimensional]] world, where the darkness poses such hazards as [[SpikesOfDoom threatening thorns]] or [[AdvancingWallOfDoom risk of crushing]]. However, in cases where a lever or some such casts a shadow on the wall, either the girl or her shadow can pull it - to the same effect. Letting a light be cast on the girl, or having a shadow abruptly obscure her shadow, will result in their demise, although the game makes use of a TimeRewindMechanic in addition to checkpoints from which the player can restart entirely.

Intriguingly, the game is devoid of most pre-game interface elements; there is no title screen, there are no save files. Closing the game and reopening it resumes from the last checkpoint, and upon reaching the end, the credits roll with no automatic return to the menu.

!!''Shady Part of Me'' provides examples of:
* OneHundredPercentCompletion: Origami birds fly about various levels, requiring additional effort to collect them all.
* AdvancingWallOfDoom: Some levels have the girl in a boat, with the player controlling her shadow and trying to keep pace on the wall beside her, resulting in this effect for the shadow.
* AntiFrustrationFeatures: Being able to rewind rather than restart makes correcting one's mistakes ''much'' easier than they would be otherwise.
* CorridorCubbyholeRun: Some areas have an interesting variation on this for the girl; an illuminated hallway with the shadows of something moving across it regularly. The moving shadows are faster than the girl can walk, requiring her to duck into stationary shadows to avoid the light.
* DualWorldGameplay: Alternating control between the girl and her shadow means being very aware of how they both work.
* EdgeGravity: Absent for the shadow, who plays like an ordinary platformer, but present for the girl, who will actively resist moving into lighted spaces. If the player tries to push her straight in, the screen will gradually brighten until she recoils as though burned. Unfortunately, this aversion is not fast enough for her to automatically stay inside moving shadows.
* TheFaceless: The girl's head is completely consumed by her hair. Her shadow, naturally, is quite featureless herself.
* GameOver: Although it's not a true game over (only prompting the rewind), the game does have two separate game over screens. If the girl is trapped in light, the colors brighten to blinding; if the shadow is obscured away or falls into a hazard, the screen goes dark.
* GuideDangIt: There are three levels of lighting in the game - bright enough that the girl won't walk into it, dark enough that the girl can walk in it but bright enough that the shadow can walk in it, and dark enough to be a solid wall for the shadow. The former two aren't always clear.
* GrandTheftMe: In the last level of the game, the shadow acquires the ability to control puppets, allowing her to manipulate the three-dimensional world alongside the girl. [[spoiler:At the end, she does the same to the girl herself, after she finds herself trapped in the light.]]
* GravityScrew: If the shadow walks on a curved platform, or stands on something as it rotates, gravity changes to remain at her feet. Moving between different surfaces can also have this effect; for example, when the light is cast in a corner, which axis the shadow stands on the floor will change depending on which wall she descends from.
* IdleAnimation: When controlling the girl or her shadow for an extended period, the other will sit down and wait until control returns to her.
* MindScrew: The entire game serves as one, and somehow manages to be [[SugarWiki/HeartwarmingMoments heartwarming]] in the process.
* TimeRewindMechanic: Upon either of the girls being incapacitated, a prompt appears on the screen to instruct on the use of the rewind. That being said, depending on how convoluted your process was before you incapacitated yourself, you might be better off with restarting from the last checkpoint.

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