omiya-games 2017-12-05 03:25
I'm dealing with some major collision bugs right now. So if you're playing this game and asking, "why can I walk through walls? Is that intentional?" No, no it isn't.
Foon → Ludum Dare Explorer → LD40 → Stuck in Parallel
By omiya-games
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 211 | 3.80 | 28 | |
| Fun | 298 | 3.61 | 28 | |
| Innovation | 10 | 4.26 | 28 | |
| Theme | 761 | 3.19 | 28 | |
| Audio | 313 | 3.45 | 25 | |
| Humor | 635 | 2.79 | 24 | |
| Mood | 698 | 3.12 | 26 |
I'm dealing with some major collision bugs right now. So if you're playing this game and asking, "why can I walk through walls? Is that intentional?" No, no it isn't.
Super cool game, but I seem to be able to walk through walls. Is that intentional?
You jest, @stevenjmiller, but this no-walls bug was terribly annoying, with no obvious fix existing as of yet. Created a work-around, so the new builds are now up!
Holy crap I love it. This is a damn cool implementation of an even cooler concept.
Cool gameplay
this was a really cool concept. i found a bug where when i through one of the things i got stuck in a wall that came up when the block went out of the wall. might want to just kill the player if they get stuck. other then that, its a really neat game. good job
The concept for super cool but execution was kinda shoddy. Wasn't a fan of the character slidiness at all. Also was kinda weird that after dropping a lantern, I had to first get away from it to be able to pick it up again. It also didn't help that the character was super easily getting stuck to the walls like this (so yeah, kinda well named game).
stuck.gif
It looked nice. Dunno if the hands and legs in the walking animation (also seen above) were supposed to give depth to the character but it made it just look like unintentional flickering to me.
Really enjoyed the puzzles and gameplay until the fourth level. This is where the bugs were everywhere and I just started to get pissed off and didn't want to bother fighting the bugs. Here are some fine examples...
**Lanterns moving on their own and getting you stuck** Screen Shot 2017-12-09 at 14.37.29.png
**Visibility glitches** stuck-what.gif
**Suddenly just getting stuck somewhere where you're supposed to be able to walk.** stuck-stuck.gif
**Not able to move past the lowered yellow barrier just because I happened to touch the green lantern.** stuck-again.gif
Anyways, really good job! The game shows real promise...
**edit:** Yeah, one more thing. It's never a too good idea to do a mouse only menu when your game is keyboard only.
@antti-haavikko Thanks for all the useful feedback! Yeah, we were aware the physics in the game was shoddy. The intended solution for the 4th level was to push around lanterns while holding onto the orange lantern, but we realize this isn't well-conveyed.
Also, we're pretty sure we programmed the menus to be accessible via keyboard. Is that a bug?
Yeah, the idea I was trying to solve it with was pretty much the other way around. Leaving the yellow one there at first and grabbing the green one (first at least) while kicking the yellow around as needed but as seen there, the yellow got glitched when I picked up the green.
Looks like the menus kinda work with keyboard too. It seems like you're using the Unity's event manager for that. At least on mac I had to first focus one of the menu items with mouse (by clicking on one of them and then releasing outside the button) to activate the keyboard controls.
Interesting idea! The character slidy-ness did make me walk into spikes a lot. I assume it was because movement was grid based? Hard to tell since there was no grid borders to refer to. I like the different views from the cubes, though I felt they didn't necessarily need to be 3d and made things a bit confusing, in instances where I thought I could cross somewhere only to find that I was viewing it in perspective. I got stuck a bunch of times and had to restart the level, but I think I beat level 3 with a skip near the end and not having to get the indigo block. Something like this though in this screenshot I am actually stuck haha: stuck.png
Pushing blocks beyond me or leaving them while they were rolling or behind could also get me stuck as well and this happened often. Maybe if there was just a faster way to reset other than clicking through a menu (P brings up the menu, but there's no way to esc from it and you still have to use mouse to click things).
nice job!
@aevis I always consider puzzle designs with multiple solutions a hallmark for great design: they allow the puzzle solver to be creative and create discoveries of their own. Unintentional or not, I always accept any solution one comes up with (barring code changes, that is) to solve a puzzle in my games.
Thanks for the feedback. Yeah, this game is a technical mess in many ways.
A really cool concept with an lovely style. Definitely looking forward to a more refined version. Keep it up!
Controls are aweful, character moves half a second after i press the arrow. Dont know if its intentional, but it really break the game experience.
Couldnt get past the second level as i could go through any walls that surrounded me in spawn.
The graphics are really nice though
@dawik9000 thanks for the feedback. I welcome the harsh criticism.
For controls, I'll polish that on the next LDJAM; it's a fair point and something I haven't properly researched. I admit I made the controls that way because I usually like games that lets the player instantly turn in any direction, but that does mean I sacrifice initial acceleration segment.
I'm having a bit of a hard time parsing the second point. What part of the second level was too difficult? If it's about the wall of spikes, one can bypass that by placing the lanterns away from it, making it invisible.
given that the game is 2d, it would have been nicer to have the blocks that you move around in 2d also (so none of this weird rotation of the cube). and unless it was an intended mechanic to need to push them, have it so they can't be bumped, only picked up and dropped.
The main problem I had with this game were the fact that the lanterns zone depended on perspective which was kind of annoying at some moments (weird collisions,etc...) and the fact that you could push lantern by walking into them. Those 2 things aside, I really enjoyed it. Really good and original idea.
I will say, the mechanics were really cool looking at least. I enjoyed the game, but I did find myself getting bothered by the fact that I could knock my own lanterns into inaccessible areas.
Great concept and level design. Controls feel a bit clumsy, but I managed to get through the 5 levels without many restarts. As some people already mentioned, it's easy to get stuck between walls in level 4. Anyway, I liked it and a few more levels would be superb!
the game is nice and overall very good. it was a little bit so easy for me expected it to get worse. collision physics make it do strange staff and getting stuck some time make you sad but a reset will fix that. the game concept is nice, the implementation needs some tweaking maybe if you have time leave unity physics base collision and write your own that will help with the random glitches. it was fun playing the game thank you for making it.
I love the concept, but the game itself was a bit underwhelming. Aside from the aforementioned collision detection issues, here are some things that I personally would like to see changed:
-Slippery-ness of controls. If the game makes use of Unity, try using a Character Controller object to directly control the velocities, and a high axis acceleration to change a linear (-1,1) axis input to a more useable discrete [-1,0,1] one.
-Kicking the lanterns around felt really bad, especially after I perfectly lined them up. Unless there was a puzzle that needs this mechanics, I would get rid of it entirely, or maybe replace it with a dedicated throw button instead. Basically, moving the lanterns should never be accidental
-I, for one, like the 3D *visual* effect of the lantern's cubes, but I didn't really like awkward skewing of the angles on the gameplay. A semi-transparent sphere with some solid lines, I feel, would be a better choice.
-Remove the health mechanic and just make the player jump back from spikes. Heck, even remove the spikes and just put some unmovable walls in. Being forced to start all over again for something that wasn't my fault (see: slippery controls) didn't feel good.
Otherwise, I thought this was a pretty good game. Music and art were clean and fitting, and the main mechanic was very interesting. Also, this is kind of weird to notice, but yours is one of the few games I've seen that properly scales down the UI so that everything remains on-screen regardless of screen size.
Good luck on the competition! Hope you get enough votes!
This was a great concept, really innovative. However there are some problems that prevent it from achieving its full potential. I didn't like the fact that the character slided after stopping. It made me die too often. Also, like mentioned, there were some visibility bugs: I would drop the lantern, walk and hit invisible spikes, dying. Also, I could collide against the lanterns, which would mostly happen if I was already using one.
However, the art has a cute style, the sound really matches together and the concept is amazing! Some improvements and it will be great, an amazing base for you to extend and create more levels! Congratulations :)
Solid puzzler! I got stuck a few times, but mostly that was my own fault. The 3D aspect of the keys was used a bit, but not a lot - perhaps doing more with that would have been cool.
The visuals were nice and clear, music ok - not too distracting.
I felt that the spikes and health dmg was sometimes not as fitting, since the character control was a bit clunky. But it never stopped me from completing a puzzle. :)
Love puzzles and cute art, but I restarted game so much times at level 4 because of cubes perspective and accidentally pushes, when I already knew what I should do, but couldn't handle it. That's a bit frustraing, so I agree with comments above, you should have 2d game logic and more responsive controls.
Interesting game conceptually, if as previously explored, a bit of a technical mess.
For me mostly in the subtleties pertaining to collision when moving around in the game, it was quite easy to put yourself in a situation where it looked like you should be able to move as a lantern rolled a bit and then suddenly you were stuck between a bit of wall which visually didn't look like it was there, but was still blocking you! @antti-haavikko 's post i think echoes well the technical issues and in what situations they occurred.
The controls in the game were also surprisingly slidey, you could easily retain the acceleration you want without making it super slippery, just by toning it down a lot (which made moving around feel rather difficult to predict).
Personally I think the 3D aspect of the lanterns was interesting, but I think you could have gained a lot by making sure when they rotate and move around, they snap to certain angles, ie if you start rotating it forwards, you'll have it move until the next 45-degree increment on that given axis it is currently rotating it (i mean, its just an idea).
So I absolutely don't agree you should scrap the 3D aspect, but making it feel more intentional (and easier to control) would be interesting and make it far less frustrating!
I hope to see what you do with this post-jam (if you do plan on doing more with it!)
Nice work :)
Altought it has some issues with movement (I bumped with the spikes some times...) the idea is pretty cool and the puzzles around it are very well designed. I love the concept and I think it has some potential. Good job.
I like the concept. It is really amazing. I want to see a more polished game if you have more time. It would be great!