mrvarren 2020-04-19 21:48
I love the graphics! Is the game only available on MAC? :(
Foon → Ludum Dare Explorer → LD46 → Tunnel Vision
By avi
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 835 | 3.65 | 32 | |
| Fun | 919 | 3.46 | 31 | |
| Innovation | 1552 | 3.11 | 32 | |
| Theme | 2121 | 3.10 | 32 | |
| Graphics | 543 | 4.08 | 31 | |
| Audio | 923 | 3.32 | 30 | |
| Humor | 1813 | 2.26 | 25 | |
| Mood | 1353 | 3.32 | 30 |
I love the graphics! Is the game only available on MAC? :(
The graphics look trippy, but I don't have a Mac :/
Any chance to have a html5 build ?
Sadly when I tried to build it for HTML the tunnels don't generate (I think I wrote the procedural generation code really poorly and causes memory errors on browsers) :(
Any chance of a Windows build? I'll come back and play it if so.
@kythehuman, I could make one but wont be able to test it :(
Realy nice art! Totaly psychedelic. Did you use a Perlin Noise with Marching cube? If not, i'm really curious about your generation :)
Fun Game :) Love aesthetic and sound
Nice graphics with cool atmosphere, i would have prefere a full first person view and some objectives; but good job anyway
Well done. Very impressive programming skills here. Sadly i cant give a good review for playability issues. The camera is way too close to the ship and the enviroment is generated too close, also collisions are very hard to predict making it very difficult. Anyway very impressive skills.
Aesthetically beautiful. Game did crash on windows are a small amount of time though.
The game is really hard, due to the really small space you have to maneuver. Also, since the ship flips when turning I find it hard to tell where it's gonna go. But else, fantastic work ! The procedural generation was impressive, the graphics gave a great aestetic to the game and the sound design fit perfectly.
Got quite a lot of crashes on windows unfortunately :slight_frown:
The level generation is interesting - wish you could see further ahead though! Collision was also way too unforgiving, which discourages taking any kind of risk with exploration. That said, this feels pretty cohesive and fun to play!
Nice math my dude.
I've always wondered why people didn't include fractal patterns and that kind of thing in more games, and now I'm just wondering more after seeing how sick it is when people do.
The only two complaints I could bring up is that the ship hitbox is finicky as hell, and it would have been nice to have a bit more of the map generate in front of you so you could see where you're going.
Other than that, great job.
Hi all! thanks for trying it!
@becher yep! Perlin Noise + Marching Cube!
@nacholr , @terry and @chao thanks for the feedback :) Regarding the map generation -- I was unable to generate too much of it without the game becoming way too slow to be playable sadly (maybe just cause my computer is a 2013 MacBook?) I would have def liked to generate more of the map tho. I was a bit dishartend that I wasnt able to render more, but then decided that it could be made into a fun feature! And I realise that it is quite difficult haha I havent gotten past ~150 points. I added the spacebar-slow-time feature to try to help make it a bit easier.
Lovely visuals and I love that the subtle lighting changes affect difficulty. Very nicely done. I would request a "roll" Function as due to the design of the ship, left and right turns are harder than up and down and fitting through the smaller gaps would be more thrilling with a roll :)
I like the visual aesthetic of it, and it controls incredibly smootly, but I would have prefered the obstacles to fade in gradually instead of popping into existence. Great work getting 3D perlin noise implemented.
The aesthetic is great and the way the ship destructs on game over is really cool. The fact that the environment generates really close to the ship makes it pretty difficult to avoid stuff though. This is somewhat alleviated by the slow motion but not entirely. Sometimes when I started the game by clicking start the game would quit when I hit space. I think this has something to do with the navigation for the canvas containing the quit button. The procedural generation creates some pretty interesting environments and the game looks really good. Great job!
@pepperkep !!! Thanks for pointing out the how the game is quitting!! I had thought that the game was crashing cause of some weird stuff going on with the procedural generation -- but after testing what you mentioned with the spacebar -- I think it is indeed some weirdness with the canvas! Not sure whats up... But yeah, space is somehow pressing the "x" button... super weird.
@designernap the roll is a great idea! I had messed around a bit with it but i wasn't able to quite get it how I liked, so got rid of it, but will try to add it :)
i like game, and inverted controls, like in aviasimulators, but wall appears too close to ship.
played on debian 10 - works pretty well.
I like the graphical style and the audio fits it well. The tunnel generation is cool, I've been wanting to implement 3D perlin noise for ages but still haven't gotten around to it. Once I found a big enough space outside of the starting area I could go around in circles forever, perhaps increasing the ship's speed over time could stop that and add some progression to the game.
Design is great and music fits well. Really fun. I do like the generated geometry. But i would love if the geometry were slightly more soft in edges. Unusual feeling when you crash the spaceship in the geometry and gets the sound and visual of broken glass.
Very trippy and I love it. Sound effect when you turn the slow-motion on is awesome. Would love to see it with a narrative.
Hi! I play with controller and it fits really well with the chirugical control that's it's requiered sometimes (pass the time control button on the controller and it will becomme perfect!). Such a work for the procedural generation it's impressive, I never found my self stuck in front of a wall with no escape hope and it's still challenging Great job! :)
Overall presentation was pretty good, and I liked the procedural generation aspect of the game. While technically impressive, I also felt the game was difficult to control for a few reason. First, I thought the camera was too close to the ship, and did not give me a good view of the level itself. Second, as a 3D game, it suffered from the classic depth perception problem where I could not accurately gauge how far a wall was relative to the ship. I also thought it would have been nicer if more of the tunnels were visible, as the big holes would sometimes just suddenly "fill in," and I was often caught by surprise with that effect.
I recognize you've added the tight-curve ability in there as an anti-frustration measure, which fair enough. In a way, though, the existence of that feature informed me something in the game needed work. Fortunately, it wasn't the controls; while I thought they were touchy, I was able to adopt to it just fine. I think it had more to do with the poorly placed camera that makes it difficult to be spatially aware.