You take the role of the polygon keeper, flinging it to whatever stands within you, and your dodecahedron though the thin maze of paradise.

Use the flung polygon to kill the enemies while also getting to the dodecahedron.

Note: On launch, the game may go unresponsive. It is merely loading the models. Do not be alarmed.

Controls

WASD or Arrows for movement,

E or Enter for interaction,

Left click for throwing the polygon,

Right Click for retrieving the polygon,

Mouse movement to look around

Escape to unlock the mouse

Other

This game is not the best, and i don't expect it to do too well, but, I had fun making it, and I hope you have at least some fun playing it. Beat my highscore, it's 12.

Credits

Gameplay - Wahoo

Visuals - Wahoo

Music - Wahoo feat. A special track by Meseta

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  • Veralos
    Lv. 38

    Cool game. It's a bit confusing at first but once you get your bearings it isn't too bad. Not sure if the levels are random or whatever, but it seems you sometimes start in front of an enemy and die. There's also no obvious difference between completing a level and dying, which just adds to the disorientation.

    That said, the presentation is really the star of the show. 3D is impressive just on it's own, but the wireframe retrowave aesthetic you've got going on looks super cool. The music is great and suit the look well. The sound effects are bit lackluster though. They're very hard to hear over the music which makes it hard to tell when you do things like damage an enemy.

  • havik
    Patron

    Gotta admit - that was really confusing to start with haha. I thought I had to move towards the horizon and didn't even notice the light blue stuff initially. But once I'd figured it out it was good!

    The visuals are great, and it's 3D so ... thumbs up there. The gameplay itself was a little funky - aiming the projectile felt a bit off (it's coming out below the mouse?), and sometimes enemies seemed to spawn below me causing me to instantly respawn. I think those things were probably a case of running out of time (which I am very familiar with :D).

    Good job! Shame the gameplay was a bit off, but great job creating a 3D entry with the cool visuals.

  • Mimpy
    Lv. 26

    This game is pretty disorienting at first, but once you settle into the idea it gets a lot better. Are the levels randomly generated? If so, that's pretty neat, and if not, you managed to make a heck of a lot of levels! The wireframe aesthetic is very unique as well, this game is totally distinct from any other entry.

    There were some issues with the controls though, when tapping a directional key you keep drifting in that direction even after letting go, and the angle of your shot doesn't seem to line up with the mouse. I think this game would also benefit by adding a bit of feedback to shooting things, sometimes I couldn't tell if I hit something or if it just needed to take more hits before disappearing.

  • Nyveon
    Patron

    Love the style, art and music, had a hard time with the gameplay though.

    Most of the comment I'd give as feedback have been given already, the only thing I have to add is it would have been nice to be able to resize the screen/fullscreen (if there was a way, let me know) since on a higher res monitor it's hard to see what's going on. Maybe also different colors for the wireframes of the different objects in the world, to help differentiate them.

    It's definitely a cool concept though! And I'd love to see where you'd take this given more time :)

  • baku
    Patron

    Cool vibes but very confusing game. Took me a long time to understand what was going on and what to do, but eventually got there. Few specific notes:

    • The level grid looking like it does can make it very difficult to see where you can or can't go depending on level generation. Take this example. At first glance it looks like a solid floor, but on closer inspection there's a hole right in the center of the frame!
    • Enemies constantly spawn right next to you, causing you to just immediately respawn, often multiple times in a row.

    Great tunes though.

  • dosto
    Lv. 16

    The visual style is really cool. It's just hard to understand what it is expected to do as a player. Some tips would be nice. Tracking different kind of obstacles could be easier if they had their own colors? Especially in busy levels it was hard to separate enemies from each other and perceive their relation to the ground.

    I hope you will do visually something like this in the future but with more guided/intuitive gameplay. I'd like to ride through that kind of world again.

  • Fachewachewa
    Patron

    It's a simple game, and it's pretty cool, but I don't know why it's this hard to understand.

    Even the scoring, you put the "current level" and "best score" next to each other, to the point that people think it's a score counter with to digits.

    There's no feedback for dying or getting to the next level, so you don't really know what happens, especially when enemies can move towards you at the start of the level.

    And the "attack" is even on a weird angle, and it took a few minutes for me to understand that I needed to aim "higher" because for some reason I'm throwing stuff towards the ground.

    Anyways, might sounds like I hate it, and I don't, I really like it, I just think it's way too obscure for no particular reason :(

    (oh and maybe hide the cursor via code while it's locked in the middle of the screen, that was really immersion-breaking to have the mouse shake in the middle like that)

    Shrinkoban
    Submitted

    Shrinkoban

    • Nahoo
      Lv. 17
      Nahoo Developer of Paze

      4yrs ago

      I'm glad that you don't hate it.

      I do admit that on the second day i rushed and didn't think about many of the gameplay faults. I'm glad you told me exactly what you thought. This is probably the most useful feedback for improvement. Thank you for your time

  • Grunlock
    Lv. 5

    It took me a while to understand what I was looking at and what I had to do, but once I did it was very fun! As mentioned down below, maybe the character is too tall or enemies too short as most of the time I was looking downwards. I love the graphics and music (which will probably be stuck in my head for the rest of the day). My highscore is 52. Excellent game!

    Antsy
    Submitted

    Antsy

  • serialkamikaze
    Lv. 5

    Neon polygon world

    First game I have played where I can get to "that world" what seems to be nowadays everywhere (that weird looking neon polygon world ).

    Great color choices and music that fits the world. I just keep listening to the music and was able to only score for 1 point. No matter how hard I try to hit them.

    Was fun experience to spend my Thursday evening playing this. Thanks!

  • Chris
    Patron

    I really like the polygon graphics, super cool retro 80s love it

  • Tero Hannula
    Patron

    I liked 80's polygon aesthetics and music fit it. As gameplay, it was bit absurd, I didn't undserstand what I needed to do :s Well eventually I got more than 10 points. Also maybe character was too tall, as I needed to look down most of the time.

  • The Great Gatsby
    Lv. 9

    I enjoyed the music and the environment, and I did make sense of the game after a little while. I liked it!

  • PineTree
    Lv. 7

    I love the music and the environment! It has been a day since I've played it and I still have the Paze tune in my head. :)

    Moments
    Submitted

    Moments

  • Tydecon Games
    Patron

    I like the retro synth vibes going on, it's an interesting concept. My only gripe is the mouse freezing in place, I had another window on top while this was loading and was a bit tricky to get my bearings. Still, given the limited time, this showed a lot of skill, nice one!

  • Animalization
    Lv. 1

    Awesome game, visuals and music were fantastic.