Prism Portals

Prism Portals

  • Yosi & Meseta
  • 3 weeks ago
  • 21st

Warning: There are some flashing light effects! You can turn them off in the menu.

Controls:

  • Move: Right & Left / A & D / Controller Left Stick
  • Jump: Up / W / Space / Controller A Button
  • Dash: Z / P / Controller B Button





Hints:

  • You can dash through portal zones to change the direction of your momentum
  • The room with rotating blocks on the right side is a dead end
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  • baku
    baku baku Level 53 Patron

    Really cool game! Had me super confused at first but once I got it I got how cool it was.

    I got "stuck" a few times where I couldn't figure out how to progress. I eventually figured out it was because I had to jump over some walls that at first glance were taller than I could jump over (such as the spot with the small blocks in an X-esque shape).

    Also if you walk left here you'll get proper stuck in a black void until you reset or die >.<

    • Yosi Yosi
      Level 30
      Coder

      Oopsies, I didn't realize the player could get there :0

  • Jackaroo
    Jackaroo Jackaroo Level 9

    I was pretty confused at first but then once I figured it out I realised just how cool this was. Really well done and so impressive to have been made in 48 hours. Very trippy, very interesting, very challenging and also very fun (probably too many 'Very's' in that sentence but you get what I'm saying haha). Amazing work!

    • Yosi Yosi
      Level 30
      Coder

      Glad that you enjoyed playing it!

  • Ethan Wake
    Ethan Wake Ethan Wake Level 7

    Wow this is trippy. It's hard to fathom how this even exists, let alone having been created in 48 hours haha. The 2D Portal-style gameplay is incredibly well-done, and the lighting effect is fantastic. Amazing work!

  • Veralos
    Veralos Veralos Level 37

    Very unique game! I love the striking visual style and the weird mind-bending concept. I'm very impressed by how you managed to implement Antichamber style portals in a 2d (ish) game. I can't even wrap my head around how that's possible without a first person perspective. Unfortunately, I couldn't manage to find the last two diamonds even after several attempts. Other than that, my only real complaint is that the theme feels a bit tacked on. I think the exploration would work just as well (if not better) without the time limit.

    • Yosi Yosi
      Level 30
      Coder

      Thanks for playing! The theme was 100% tacked on at the end. As for the visuals, it only works because objects are only "visible" through the rays that the player sends out. That's why there are no graphics besides the player sprite.

  • Fachewachewa

    This is a cool game, with an interesting mechanic that you don't see used often in 2D games, and great sound and visuals, but some of the levels are a little too confusing. And the timer just seems here to fit the theme, because otherwise it only hurts the game.
    Being sent back to the begining because you're lost doesn't feel fair at all, and I got stuck twice at 4 left, with three different jumps I couldn't make (but one being a dead end apparently). The dash also feels a little fiddly when you try to time it right based on an invisible portal, but the mechanic was fun.

    • Yosi Yosi
      Level 30
      Coder

      Thanks for playing and leaving feedback! You're totally correct that the timer was added at the last moment to fit the theme lol. For the portal dashes, making the portals visible would kinda defeat the purpose of them, so I'm not really sure how I would improve the mechanic...

      • Fachewachewa Fachewachewa

        Oh, yeah, I was thinking more in terms of making those dash-jumps more permissive, I agree that the fact the portals aren't visible is an important part :D Anyways, balancing any game is hard during a jam so it's not that important if something tied to a new mechanic isn't perfect :)

  • adam02oc
    adam02oc adam02oc Level 2

    I loved the aesthetics in this game. The music definitely matched the surreal atmosphere you were going for and the artwork was unique as heck.

    I also enjoyed the maze-like design, it really did force you to think about your pathing and explore every nook and cranny of the area. However, some of the jumps were annoyingly precise.

    Controls were fine, I had no problem with them.

    Overall good job. I can tell you certainly put a lot of work into this!

  • PizzaBandit

    Really cool effects and fun game

  • dosto
    dosto dosto Level 11

    I love the feel when you suddenly realize what's going on after a really confusing beginning. Very interesting concept.

    I played about 30mins until I started feeling the same motion sickness I experience when reading on car drives :,D I may have stopped anyway since the last 3-4 blocks were too difficult for me to reach (even on easy mode). While the game was really capvitating, the final parts gave lots of frustration.

    All in all, really cool game!

    • Yosi Yosi
      Level 30
      Coder

      Ah, sorry that it gave you motion sickness. I agree that the easy mode wasn't actually too easy, I probably should have made three separate rooms for the difficulty modes to make them more balanced, oh well XD

  • NukGames
    NukGames NukGames Level 4

    Super cool visuals, and awesome gameplay. The only minor thing I think it would improve the gameplay is make the player jump a little bit longer, that first longer jump is a little too hard. Anyway GREAT entry.

    • Yosi Yosi
      Level 30
      Coder

      Thanks for playing! For some of the jumps, the player was supposed to use the portals to built up momentum, but I didn't do a good job making that obvious so it may have appeared to be just a really hard jump...

  • Wahoo
    Wahoo Wahoo Level 14

    This was nutty, i didn't get it at first, but this was awesome once i got it!

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley Level 12

    What a cool world! I included it in my GM48: Sixty Seconds compilation video series, if you’d like to take a look. :) https://youtu.be/e89Is-N0g-w

  • Tydecon Games

    This is like a fever dream, it's amazing, the colours, the lighting effects, it's very beautifully done and a little tough when I get stuck and can't grab the diamond haha! Great job, I really liked this one!

  • The Great Gatsby

    wow. this one was super crazy. I don't know how you did it! It sort of reminded me of portal with Superliminal vibes. It sort of felt like making your way through a room in the pitch dark, you think you know where everything is, but you don't wuite know.

    I think some extra visual clues, just to say "Hey idiot, stand here!" would have gone a long way. other then that, I thought it was brilliant!

    • Yosi Yosi
      Level 30
      Coder

      This game was originally supposed to be a 2D Portal game but I couldn't get it to work so I just did this instead. I would have liked to add more sprites, but due to the way the graphics work I had a hard time getting any sprites to show up properly!

  • Junction Games

    Super trippy, but in a good way. Made me stop and think several times.

  • Allison James

    I tried the jump seen in the thumbnail for the game ~200 times, only making it once, before checking the description and noticing there was a dash mechanic. Whoops.

    This is very, very pretty! I love the general aesthetic of the game, and the music enhances that further. I also loved how it didn't get in the way of basic perception of jumps but did allow you to mask some non-Euclidean weirdness. I did start to feel very lost later into the game, but generating a mental idea of what was happening, where the warps were and how I could progress was a very entertaining experience.

    I agree with the other commenters that (despite my dash ineptitude) some of the jumps were a bit harsh anyway. I think some of that could be alleviated with a little coyote time (ie. allowing the player to jump slightly after they "fell" off a platform rather than just harshly checking underneath them at the point of jumping).

    Fascinating entry overall!

    • Yosi Yosi
      Level 30
      Coder

      I definitely should have put a pop up or something to tell the player about the dash ahaha. Also, there is a tiny amount of coyote time (5 frames), but there isn't any input buffering. It's actually possible to make the thumbnail jump without a dash if you wait until the very last frame of coyote time lol

  • thinker227
    thinker227 thinker227 Level 6

    Despite being absolutely beautiful aesthetic- and sound-wise and having an absolutely incredible main mechanic, the presence of several pixel-perfect jumps and afaik flat-out impossible jumps drags it down significantly.

    • Yosi Yosi
      Level 30
      Coder

      If you're talking about the room with the rotating blocks on the right side, you're supposed to walk into that room and then walk back from the way you came. (In retrospect I should have just made that a dead end 😓).

  • Hessery
    Hessery Hessery Level 7

    It would be more fun if there werne't as many pixel perfect jumps

    • Yosi Yosi
      Level 30
      Coder

      I tried to make the jumps hard enough that you had to use the intended solution to make them, but not too hard. I probably got too used to the controls when I was playtesting to balance the game well 😂. Most of the time I got stuck on dashing at the wrong point through portals rather than missing a jump.

      • Hessery Hessery
        Level 7

        Hey, I didnt realise that there was a dahs button. I would like to change my recomendation from what it was to a tutorial or screen showing the controls :D

        • Yosi Yosi
          Level 30
          Coder

          Oh 😂 I definitely should have listed the controls on the main menu, or put pop ups during gameplay. Oh well...