Foon →
Ludum Dare Explorer →
LD38 →
Yourselves
Yourselves
By kloki
View on ldjam.com
Comments
Nice puzzle. I guess you spent a lot of time planning the levels (which is basically 80+% of dev time for puzzles). Is this a custom shader applied to that default character from Unity? (this silhouette is somewhat familiar to me)
Anyway, it worked pretty well! Almost messed it up at the last level, because I got confused with the spawning and target point. I know there is a visual clue, but I get distracted since its not strong enough. :smiley:
cmlsc
2017-05-02 22:15
The idea is great, and the game itself is fun, but there were a few glitches and the movement felt a bit clunky.
It would be nice if there were some sort of "speed up time" button, so that you don't have to spend so much time waiting around.
It would also have been nice if there were some music. :P
kloki
2017-05-03 22:14
@meronsoda Yes the shader was custom made, what it does basicly renders crosshatch texture to the shadow areas. The characer is created and rigged in 3ds max. Thanks for your feedback :)
@cmlsc We had a hard time to get the controls right with the time manipulating element. It could have been polished no doubt but we ran out of time :s The speed up button is a great idea thanks :)
gerardb
2017-05-03 23:04
Love the idea! The execution is preety good too. Animations ,the teleporter/portal shader and the repetition after each level are very cool too. Good entry! :)
wow! incredible game! the past lives/ghost player mechanic is a great idea and it was executed very well! it created some interesting puzzles and makes the player really think about the game world and what is going on. it requires the player to think into the future, what WILL they do in the next phases of play. the art is very well done, the lighting was pretty cool as well, the player characters seem to be glowing which was really cool. i also liked the walking sound. i would have enjoyed some music, that could have definitely added to the atmosphere. overall the level design was good too, the puzzles were interesting to solve. however there were a few downfalls. there were times when a character that is spawned later in gameplay (i.e. red or purple for example) and either by mistake or when a ghost player pushes you into an area that you cannot get out of and have to restart the entire level. one way to possibly get around this would be to add a restart that only restarts to the most recently spawned color. this was an impressive entry, it felt really good to play, it was clean and tight. it is obvious that your team is very skilled. you should continue to work on this game post-jam and expand upon the good ideas that you have. nice work!
Excellent game and really fun to play through! The full run took me around 40 or 45 minutes.
Screenshot 2017-05-03 22.09.51.png
I appreciate the careful design of the levels -- the difficulty ramp was good and each level required new approaches and ideas to solve, with each element being deliberately placed. As such, each of the harder levels was very satisfying to complete and never felt like busywork. A common failure mode in puzzle games (that this game thankfully did not fall into) is to construct "filler" levels that do not present any additional difficulty or require additional insights over previous levels -- these are obviously not nearly as fun to play through :)
The graphics are outstanding as well. If you did the character modelling, rigging, animation, and shader development all during the weekend I'm very impressed -- even if not, the game's visuals also seemed very carefully designed. I liked that the platforms and every game object significant to the gameplay had high contrast against the background. The background was detailed and added a lot of flavor but was never distracting. It's also a neat touch to have the background reinforce the grid used for positioning all the other objects, which actually helps one figure out which platforms one can jump on, which require another object to step on, etc.
I'm not sure I have anything too constructive to tell you, beyond what you probably already know: - I turned off my sound after a few levels because the footstep clinking got on my nerves - The platformer collision detection and behavior was occasionally frustrating. I occasionally felt I should have successfully made a jump but instead fell just short. - Why was there a crouch action? I didn't find any use for it since it prevents you from walking.
> one way to possibly get around this would be to add a restart that only restarts to the most recently spawned color.
I sort of felt the same way for a while during the middle of my playthrough. I kept bonking my head on a ceiling trying to cross a gap in the second-to-last level as the green character and kept getting stuck in the pit, wishing I could undo just that layer without having to replay the blue and orange layers. But I think by the end of the game I changed my mind. The trick is to not waste too much time on the earlier layers, and retry immediately if there's a mistake. That is, go fast and iterate in short cycles.
kloki
2017-05-04 08:10
@gerardb Thank you very much ! :)
@xxdoombox Hi! thanks for your feedback! We know the controls are a bit clunky but we ran out of time :( We definietly want to add more levels and continue working on this game, we already made a Greenlight page for it! Check it out if you want : http://steamcommunity.com/sharedfiles/filedetails/?id=913154168 We tried the most recent guy respawn system but it felt too easy.
@lennart-jansson Hi! Thanks for your feedback! All of your concerns was answered exept the crouch mechanic. So if you jump someone's head and crouch you can travel trought obsticles.
peringo
2017-05-04 08:55
The different ways of how to get to the goal for each person is well done and very interesting. The gameplay was a bit wonky at some points but nevertheless it was fun to play.
kloki
2017-05-04 14:06
@peringo Thank you! :)
btwj
2017-05-13 17:52
Great idea and the graphics are good too (the animations are all very smooth). The puzzles may be a little unforgiving at times (if you miss a jump you have to restart) but overall it was really fun!
I love your graphics dude ! Good game, good idea, good prog, Great job mate !
The graphics in this game are really unique and interesting to look at. The controls are very precise and most things I plan out happen the way I expect. The puzzles are really entertaining and its impressive to see what you were able to accomplish in such a short time. Really well programmed and designed. Awesome!
Nice graphics, I like how each character emerges and enters a portal
I really enjoy the idea you have. Thought it was funny that the main thing that can drive you crazy in this game is yourself for making horrible decisions that ruin everything. I do wish it was possible to have the characters constantly repeat their run instead of a one time go, but I imagine that would change the game quite a bit. Everything else though, the visuals, sound effects, and the game play was real fun.
The graphics (cor, shaders!) are mighty pretty and the design, while tried and true, is well realized.
Unfortunately the user interface commits the oldest sin in the book of UI design: It wastes my time at every opportunity. Let's have a *sin list* shall we:
- When a character reaches its goal I still need to wait for the rest of the characters to finished their movements. This downtime should be automatically fast forwarded so that I can start moving the next character right away. - When a mistake is made, the only thing to do is to restart the whole level. An option for restarting the current character would be much more efficient in cases where the previous characters are already doing the right things. - Traps! Why are there areas that a character cannot get away from? Falling into these is an instant restart. - Jumping! The window for making a successful jump is somethings very strict. In fact, you have to jump when the character is already hovering in air over the edge. Took me a while to get used to that.
Note that the second two issues are problematic namely due to the first two. Basically, once I've already figured out the logic of the puzzle, completing the level should be a breeze not a slog.
That might sound like a lot of negativity there, but no worries. They are relatively small things in comparison to the rest of the project which is just fine. Good entry overall.