A weird metaphysical dungeon escape, or something
|Move||WASD / Arrows||Left Stick / Dpad|
Didn't get as much content done as I wanted, but eh, it's a game :)
Also, designing puzzles is hard, who knew
Can you find the hidden fish with arms? 💪🐟
- The last level looks like the first one. There even is the exact same dialog! The level after that is identitcal to the second level too. Also the 6th level looks like a copy of the third level. Also the 7th level kinda looks like the 4th level. And the 8th, if you look, ressembles the 5th. (Wait, I don't know where I'm going with this joke)
- It feels frustrating to block a crate because it's so easy to move them, but sometimes it's too hard to guess when it's getting blocked. Annoying in the third, 6th, 9th, 12th and 15th level (I didn't go further though) because the level is longer.
- Some crates are blue.
- Does she push the crates with her body?
That said, the games looks so cool. Nice use of the 3D there, especially when meditating. The use of color is cool as well, although I kinda wished for a third main color in some elements or another for a change. The textures are pretty nice looking!Submitted
- I agree that pushing could be a little more deliberate. Either the pushing speed just needs to be slower, or there needs to be some system where if you try moving into a block for half a second or something, you go into a "pushing" state, to avoid accidental pushes. In terms of not knowing what's blocking the crate, do you mean other characters, or like when trying to push a crate through a tight space but just gets caught on the corner? Not going to change the former, but I have made the crate's collision mask slightly smaller in the post-jam update that I'm working on.
- I wanted to have some kinda "gate", or disappearing wall or something, that could be triggered with buttons. I didn't have much time left so I just made a palette swap of the crates. I realise this is a great source of confusion in level 1 (since you can't always see what happens when you press buttons - fixed with a camera pan in post-jam update), but mostly level 3 (since the bars kinda block the view of the blue crate, and also that button is a completely red herring... - level 3 is completely new in post-jam update).
- I guess the idea is that she splits up into Mind - some kinda etherial spirit-like being - and Body - a strong but brainless body walking around. I had more ideas for things that would care about intelligence (Mind, but not Body) or physicality/strength (Body, but not Mind) but didn't have time. Also at some point I realised Body wasn't really different from the "normal" player character at all, so I wanted to make Body the only one capable of pushing crates (not sure what the logic behind that would be, other than gamepay purposes 😅), but for some reason I never got around to changing that lol
Great game! As soon as the music started I was excited to play because it matches the environment perfectly. The beginning puzzle is a great tutorial and the meditation system was a good use of the theme.Submitted
Cool style! Especially the camera effect when you meditate. Too bad there was so little gameplay. Would be very nice if you could pull the crates next to pushing. And maybe making the character actually push and move slower or something so it doesn't feel so light In the last level I missed that that one button removed a crate. So it took me way too long to figure the puzzle was basicly to not push a button, which felt a bit weak to me. Overall a very good entry though!! Especially within 48 hours of course.Submitted
'Ah, 3D game, you are man of culture as well' :D Graphics were good, I like that you had put stones on edges etc. to blend level building blocks more to the environment, gives more polished look. I loved the music. The effect of meditating was simple but effective, liked that. Game was short, but I can't complain, I didn't even make one puzzle D: As one previously stated, blocks could have had pushing and pulling mechanism attached to key for more precise control of boxes, and would have eliminated accidental pushes. Though, it wasn't big of a problem. Overall, one of my favorites so far :)Submitted
Thanks a ton! 💖
I probably spent too much time doing environment art stuff, including making the floor tiles "connect" to the blocks, etc., but it's nice to know this was appreciated :P In hindsight though I should've maybe spent that time polishing other things, but oh well
It's nice to see someone else made a 3D game too! I'll be sure to play yours soon!!
The visuals and art are really damn good and make it a very memorable entry. The music and effects were good too. The dialog system looked nice. Although a suggestion for that would be having a trigger for it to skip the first level dialogue on a room restart.
It would have been great if you had more time for a few more levels and a bit more polish on the puzzles but I did enjoy what was there. Although the slow pace of the game can make things a little annoying at times to restart, such as the fakeout button in the last room that just removes a block (I think?) and falling off and getting trapped in the final room with no way to get back to the meditation area.
I am curious though on what the intended way to beat the 2nd level is as I saw you say that nobody solved it as intended and I can only think of a single way to win. So that will drive me a little nuts lol.
The use of the theme was good and the art and visuals really pop out. Good job.
Good job, make 3D in this gamejam make really pop out your game from the others. I don't really have anything to write who has already been written before. But yes, the system to push the boxes is sometimes really punitive and can be solved by a pull system.Submitted
Pretty cool game, I really like the art style! The dialogue was pretty good too. The concept was really interesting, I think it could really shine if you pushed it even farther! Some of the solutions were a little obscure to me, but I'm sure more development time would have helped. Great concept overall, good job!Submitted
I was impressed by the visuals, but some of the puzzle solutions felt kind of vague to me. Like I solved some by poking blocks into weird positions, and I couldn't tell if that was how it was supposed to be solved, or if I just broke the puzzle.
But again, the 3D art is great! I haven't done 3D stuff before in GMS, but it looks really appealing.Submitted
I really liked how we just got put straight into the game/tutorial. Nice way of introducing players :) I would definitely play the full game if you finished it (do it!).
>Now onto the CONSTRUCTIVE CRITICISM! I'd say add more levels, it is addictive. Maybe add some kind of typography into the game to make it more user friendly so that "the older generation" can also play. For the rest, it is hard for me to come up with feedback at the moment
> reply, yes i mean like a "tutorial"Submitted
It's A Fun Game To look at, Little Less To play.
You're artistic sense Really Shows Here, The environment Really Pops from the texture design and the opposing color tones of the characters to the background just brings it Home.
The box pushing is nice at first, but with out a way to undo or pull them. I ended up have to restart a lot because I pushed a box just a bit too far.
I feel that having a contextual button prompt like having to hold the A button to push a block. would make it a little better. at lest it would have made me less worried about bumping the box and ruining the puzzle and more into having fun shoveling puzzled.
And I Feel Like having yourself is a companion is stretching the theme a bit . . .
Over all, Its a nice Final Product, if a little short.
Honestly, my only complaint is that it ended waaaay too soon. Cool idea, good execution, awesome music and visuals. Making a 3D game in a 48h GM jam is really ballsy. I hope you flesh this out some more in the future!
EDIT: Now that I've let it sit for a while, I think the biggest drawback is that it can be a bit hard to map the layout of the puzzle mentally because you can't see all of it at the same time. Of course, it's impossible to avoid that in a 3D game, but I think pulling the camera a bit higher and further away from the player would go a long way in that regard.Submitted