FoonLudum Dare ExplorerLD47 → proceed

proceed

By anchorlight

View on ldjam.com

CategoryRankScoreCount
Overall4183.2231
Fun5302.7031
Innovation3523.2031
Theme4023.3731
Graphics2343.5832
Audio1203.6031
Humor4102.1227
Mood373.9832

Comments

ale 2020-10-05 02:50

That was a really trippy death scene, which I watched a bunch of times because I couldn't get past the first jump. I finally did, then I reached a spot that said "we have unfinished business", then I went forward and died.

I liked the mood/ambiance of the game a lot (especially that vaporwavey game over screen), but the game could use some more directions. The first jump I only found to be possible by first carefully knocking down the box, then going back to the beginning to get a running start. Only running at full speed is it possible to make it, and even then you just barely do. Maybe tweak the ball's jump strength a little bit so that it rises more than just a handful of pixels off the ground?

anchorlight 2020-10-05 02:55

@Ale I tried to be as cryptic as possible with my signposting here... but I went way overboard, sadly. My biggest omission is the fact that I was very unclear about the Red Interactibles.

The area where you went forward to is actually the end of the game, except that if you didn't please the GM, you are looped back to the start. Go back to that area, and it'll say something else.

To complete the game, you need to also use the mouse cursor. I believe this is first mentioned on your fifth loop. Click on red interactibles to... interact. You also get an upgraded jump height after two loops! The text at the spawn will change to "spacebar" then "spacebar+".

In testing, I assumed that the player would decide to push the box away, but I neglected the fact that someone might consider it a part of the jump-- rather silly on my part. :grimacing:

One of the deep cuts I made to ship this was that originally, the pyramid taunted you in the loop screen. I wish I'd gotten this into the game, because you are "granted" the ability to jump, and unfortunately I ended up moving these hints into the game world on the far end.

Sorry for all the trouble, I definitely learned from a few mistakes here. Thanks for giving my game a go, and I definitely feel the same way about your questions! :smile:

EDIT: I went through the code for a little refresher. Any falling death after your third loop will switch the text to "spacebar - red click". It's... still not great, but it's something.

ale 2020-10-05 03:15

Oh I didn't know you could click the red stuff, that makes more sense. Also, I didn't realize that the "loop" part required you to wait until the game over animation ends. After the first time I saw it, I just alt+f4'd to restart the game every time I died because it was faster than waiting for the animation to end lol...

I did another playthrough, and got further. Not sure if I won, but there was one time where I died and instead of restarting I got a black screen. The game got angry at me because I disrespected its box :P

undefinist 2020-10-05 03:19

Really wanted to enjoy this game. I really liked the mysterious vibes it gave. Movement wise I wish there was more control (sometimes I just want to go quickly and unable to move back if I'm on a trajectory towards a gap), and like guy above mentioned the first few jumps were really short for some reason. Wish there was more instructions or guiding points, I got stuck at "If you use my items put it back", and having to reset and go through the rest loop many times was really annoying.

anchorlight 2020-10-05 03:27

I plan on putting up a walkthrough later. It definitely seems like there's a serious communication error in the way I've presented info, and I'm thinking of ways I could potentially remedy this. For one, the next patch might replace the cursor with the default-particle just to point out that it's accounted for in gameplay. I REALLY wish I'd just put down a few sprites of keyboard/mouse prompts on the spawn point, but I never really got around to it.

The animation is actually NOT playing out for its full duration, and I may shorten it in a patch. I was... really proud of it, and it also served a gameplay purpose at one point. So, yeah. Chalk that one up to amateur hour as well. :laughing:

I intentionally wanted to keep the movement a little bit stiff, but I could probably fine tune the handling a little bit without too much trouble. More on that tomorrow.

Some actions reset, some don't-- that said, I don't know of any situations where the game is actually unwinnable. Just try to think about which parts of the environment you've interacted with, and which parts you've explored.

Thanks for all your comments and giving the game a go! I've definitely learned a lot from this run. I plan on putting out a day-one postmortem on the ItchIO and dropping version 0.13 with a few allowed QoL tweaks as soon as I can.

diego-escalante 2020-10-05 03:59

_BIG_ mood coming from this game. I am a sucker for mysterious eerie games. Love the death(?) scene with the pink pyramid? It was really intriguing and I wanted to keep going but I got stuck after turning on the (f)light and couldn't figure it out. Still, I absolutely move the atmosphere of the game. Nice job.

dharby 2020-10-05 19:10

Agreed with everybody about mood. Very cool ambience. Nice work!

jonathanfdr 2020-10-05 19:14

Man I love the aesthetic of your game, the death scene is so beautiful that made me want turn it into my wallpaper, haha. The mysteryous atmosphere is also pretty cool.

The only one thing that I can complain is that when I played the first time, I didn't noticed that the game was started and the ball fall back to the death.

But really a 5/5 game!

anchorlight 2020-10-05 19:19

@diego-escalante @dharby @jonathanfdr Thank you for giving the game a look! I'm glad the ambience worked out in the end given the pretty drastic shift the game took in style halfway through. The profile picture I have is actually one of several character sketches from my first LD47 attempt, which was going to be a music based tower defense with hand drawn art... needless to say, things took a pretty drastic turn.

That said, as @Ale mentioned, there is definitely a black screen issue that can happen. I believe it's a very specific set of circumstances, and I'm looking for it in my free time. I'll probably leave out any gameplay improvements for the sake of complying with LD rules, but if anyone is able to find that blackscreen bug, please let me know with a description of how you were doing (how many times you looped, what you had moved, etc.) so I can finally find out where the point of failure is. I'm hoping to release a v 0.13 as soon as I can while I work on a postmortem and some other boring life-related things.

It's honestly hard to say why the ball continues to move at startup, and I'm frustrated by that too. I *swear* I keep zeroing out force and velocity in the transition screens, but there's a lot of spaghetti in the codebase that I'm not exactly proud of. Just something to consider for a patch, I guess.

PS: I may include the original Blender AVIs that I produced for this as a separate download, make a 4K render of it, or go back and render it without the "rest" text. More on that another time.

diefleder 2020-10-05 23:54

I like the use of lighting. I'm not sure if I beat the game or not. After a while the death scene froze and that was it. Fun game though.

squeed-fingars 2020-10-05 23:55

I'm playing through this right now, since you asked about the black screen issue, I got it twice so far, each time being after I clicked the red button on the left to "flight" and then fell off or went to the right completely. Looking through the comments, I think I skipped the "spacebar+" step of falling off twice before the upgrade (I just jumped off of the box onto the red platform), maybe that combination has something to do with it. I'm stuck on, "There may be something left." I hadn't clicked on the red ball hiding in the piled up box room in either of the black screen occurrences as well, and so far after clicking on it this time around I haven't had an issue. Perhaps it's a combination of those 3 things.

anchorlight 2020-10-06 00:07

So, an update on things. My 0.13 patch originally was going to cut back on the video time, but I feel like adding this dubbed "Impatient Mode" would be a little bit of a feature upgrade I'm not comfortable with providing until after the LD competition ends. I'm really concerned about adding a cursor for the same reason. I'll be reverting all my gameplay changes except for an additional tweak to the box weights and keep the game intact (warts and all) until the contest has ended. I may also put out "Disqualified builds" if it's allowed, ones that are purely meant to improve the experience and not to be judged. More on that later.

Now, some good news: I'm happy to report that I've actually found and [potentially] squashed the black screen bug! As with all of my problems, it's Red/evilBall's fault. I have a full breakdown of what was happening in the patchnotes for when I put this out.

@diefleder Thanks for giving the game a look! Can you describe what you mean by freezing? One involves a black screen-- this is a bug, and I'm 99% sure it's fixed in the upcoming patch. The other has the video slowly come to a stop with a special ending song and disembodied voice-- this is the actual ending, but the game doesn't auto-close on its own. I'm not aware of any other bugs at the moment.

In the post-LD releases, I'll include my alternative video for this ending to set it apart. It has a brighter palette and was rendered out at 60 FPS, but while this video was actually made before the one that shipped, I didn't end up sending it in the final game.

2020-10-06 00:19

Really interesting project.

Great music!

Interesting visuals!

Fascinating concept!

Fantastic Ambiance!

Gameplay.

Really solid dialogue!

Pretty good project. I look forward to seeing more.

squeed-fingars 2020-10-06 00:28

I enjoyed playing through this, and I liked how it ended. I noticed that the ball would keep its momentum after it respawned, and so if I wasn't paying attention I could very easily find myself falling back down, and so if I left the game sitting, it would get stuck in...well, a loop, haha. I could hear it doing this while I was typing out that first comment. This could have benefitted from some additional sound effects, although I do acknowledge that there weren't that many areas where they could be added in, perhaps for when something red was clicked a sound could be made, I can only remember about 3 sound effects and 2 of them only happened once, the loop reset sound, the red ball click sound and the ending sounds, which all sounded nice but could have benefitted from some additional company of some sort to help complement it, even just slightly.

I got unlucky with the black screen issue and had it 2 times in quick succession, which was annoying but luckily didn't take up too much of the time I spent working out the solution. It is definitely related to the red "flight" button, both times it would happen the loop after I clicked it. I didn't mind how long the loop animation lasted, although it did get a little repetitive after a while especially when I would have trouble figuring out what to do next, it's a nice animation though. I really liked the hidden red ball behind the boxes, I was hoping the "There may be something left" was referring to another hidden object, as I liked that aspect. Overall this is a solid entry, with an unique art style and fun loop, even if the instructions may be a little vague at times. Nothing wrong with this that some good polish can't fix.

anchorlight 2020-10-06 00:46

You're close to what caused it. Slight spoilers, but the red ball is directly tied to the f/light switch. The black screen happens if you trigger the light switch but leave the ball, which is SUPPOSED to attack the player... if you can call it that.

The original idea behind f/light was that you had to close the curtains. The "maybe there's something left?" message was truncated; originally, it complained that it "felt drafty" as well. When you toggled the curtains, the red ball would attack you from your normal spawn point. The warehouse tweak was done to prevent it from falling down and add a little bit of a jump scare when it came crashing through the boxes. ...well, in theory. Everything about the red ball was rushed and could have been done better with just an hour or two more.

As for sound, I recorded a whole lot more than what shipped, and I was disappointed as well in the lack of it. Originally, the box was supposed to make a loud reverb-heavy THUD when it despawned, and it was meant to signal the fact that it was pretty dang important. The actual death sound is a random note I pulled from my first LD47 idea that I scrapped at the 18 hour mark. You do get a few extra ambience sounds based on the number of loops you've been through, all the same file but slowed down.

There's a lot to unpack about what could have been, and I can't wait to share more of it in a postmortem. For now, I've got a little bit of QA to do to make sure the auto-quit is working correctly.

amin-jk000 2020-10-06 16:04

I enjoyed it specially the music part good job :v:

cosmicpickle 2020-10-06 20:37

I like it a lot. The graphics surprised me in a good way. Very trippy. The sounds, the graphics all contributed to the final mood. The idea itself is amazing, i loved it. I also liked how each loop added to the information you had to work with. I am not sure, however, whether I beat the game. At some point I noticed the red ball behind the boxes, and started clicking on it. It made noises and flashes and then dissappeared in all subsequent loops. At the end the room still complained that I had lost the, box but led to a different (longer) version of the video and then the game closed. It was still an interesting and entertaining, exploratory experience. Great job!

anchorlight 2020-10-07 01:13

@amin-jk000 @cosmicpickle Thank you for giving it a go! I actually have some basic plans in the works for continuing this game-- as much as I expected this to be one-and-done for compo, I had enough fun making it that I've already put together a post-jam version of the source code that I plan to polish up and make additional content for. Part of this does include a new OST that consists of a little more than the three sounds and notes you heard in game (two of which were originally designed for proceed, and one of which was originally made for my first LD47 idea that I dropped early on-- more on that in a postmortem I hope to finish later this week).

As for your questions CosmicPickle, you did in fact beat the game. You did sequence break a bit by clicking on Red; I thought it would be neat to let the player peek behind the box a bit, but Red is more or less the end-game state of the level and is inactive until meeting all conditions. The text in that room only updates on intermission loop (when you exit the warehouse), so this definitely could have been improved.

As for why Red didn't come back-- believe it or not, it's not a bug. I thought it was a smart and clever thing when I originally did this, unaware that the lack of communication made it seem like a bug. I would definitely love to go back and add text to the intermission screen as well as tweak the behavior of the final instructions room to allow for more states.

The video itself cuts off after a few seconds (and due to a few leftover functions it was much longer in the first two builds!), but when it is allowed to complete the game also calls a special ending tune. I wish I had implemented an alternative video with a brighter palette that I made **before** the one you see, but it never shipped. More post-LD things, I suppose.

drunkardwolf 2020-10-07 09:38

Great ambiance and mood. Very interesting and mysterious gameplay loop. Only annoyance I had was with controlling the ball at times, a few times I rolled backwards straight off the platform when I spawned. Other than that though, great work :)

anchorlight 2020-10-07 11:08

@drunkardwolf Hey, thanks for giving the game a look! Also, again... congratulations on your compo entry, I was absolutely blown away by Recursion.

So, two things on that matter. You're far from the first to get frustrated by the movespeed. I considered tweaking it, but as a design choice (no matter how questionable) I've decided to leave it intact for now. If I ever get a stronger prototype off of the ground, I'll most likely throw away the ball entirely; I mostly did it because a ball rolling game just used the rigidbody tools I was used to with minimal hassle. I've also never made a 2D game outside of Unity tutorials, and my point of reference was actually games like Flashback, Inside, and Oxenfree where the gameplay is a little more subdued. I originally planned on making a character out of primitives and animating it through Unity, and had this been my project idea from Friday that's probably how I would have handled it from the start.

The latter part about rolling off the platform... yeah, that's a bug. There is a fix in place where the game learns to zero out velocity, but it's not working correctly. The entire cutscene transition script is kind of like walking on eggshells. I was close to fixing this in my second hotfix for the game, but the patch got rushed a bit to clean up some serious gamebreaking bugs. I do believe I have it fixed on my end now, but I'll need to fire up the project and give it a test run before building it one more time for Linux/Windows.

bootak 2020-10-07 14:51

> The other has the video slowly come to a stop with a special ending song and disembodied voice– this is the actual ending

Oh, so I beat it? That was... Something! Thank you for visual experience! That was the most beautiful death scene I ever seen! Very stylish and cryptic game, everything in this works to set the right mood. I wish it had more gameplay to it. I easily see myself spending hours going through puzzled levels in this setting!

john-gabriel 2020-10-07 17:29

I didn't entirely figure out what I was supposed to do here, but I like the concept, and what I saw was intruiging. That audio is creepy!

cad 2020-10-07 18:44

This game gave me an existential crisis, and I mean that in a good way. Great portrayal of mood! I did find myself directionless near the end, but that's understandable and almost expected of a psychological game within the context of a jam. If this were fleshed out into a full game, I'd buy it!

dmitry-mozgin 2020-10-07 18:51

Great visuals and I like the atmosphere. But I'd rough times playing it. It was very difficult to control the ball, but after some time I'd managed to jump other the abyss (with the red block). I was continuing jumping, but there was no change in the level after that, so I decided to quit the game. Overall, I like that you've managed to build the game that gives unique experience and has some vibe in it. I also like the rest section you won't meet such section in the commercial games, so it is unique experience too.

blue-pin-studio 2020-10-08 00:13

Took some time to figure out what to do, but got the hang of it eventually. The game looked good and was well made, just could have used a different screen for progression so you know what you're doing is correct.

anchorlight 2020-10-08 04:08

I appreciate all of your feedback; I'm definitely getting a sense of what works and what doesn't in *proceed*, and I've taken a whole lot of notes for what to do in any post-jam builds. I also especially want to thank @blue-pin-studio for playing my game on stream today; watching a live play of the game opened my eyes to how many of the errors take place in practice, and I'll definitely be able to put together a better signposting rulebook for any future stages I develop. Whether this level will stay in the game or not, it's hard to say just yet. (if anyone else has streamed proceed, thank you so much for spreading the word!)

I'm also happy to say that I've finally figured out what was causing the movement bug on respawn. It turns out that I wasn't accounting for angular velocity, so the ball would touch the ground and begin spinning again despite zeroing the velocity. Long story short, it's finally fixed, and I'm releasing one more mini-patch that fixes the infinite box bug that @blue-pin-studio drew my attention to as well as this dreaded respawn momentum boogeyman that I've been chasing since before the game shipped.

With that, I think proceed in LD form is in a finalized state; bugfixes released, technical isusues resolved, and ports created. After the upload of v0.135, I'll be focusing on the post-jam version unless anything crazy pops up.

Thank every single one of you for making my first shipped LD47 an incredible occasion! I've checked out a number of your games and came away quite impressed, and I can't wait to try more of these.

jammygunns 2020-10-08 04:59

Interesting puzzle game. The clues were very cryptic but after a little bit of time thinking I managed to figure them out. The "disrespecting the box" one took me a bit to work out, along with making sure I put everything back. I think I also sequenced braked with the red ball, I saw something red and clicked, was a little confusing until I read some the comments you've posted.

All in all the mood was well done and the music certainly added to it, my only suggestion would be something to let the player know they had completed the game. I originally thought the game crashed and was confused, again until I read the comments section then it cleared it all up.

With the changes you've said you would like to do in a post-jam version and some additional levels this would become a game I will be sinking quite a bit of time into.

anchorlight 2020-10-08 05:24

Pardon me for a moment, I'm just trying not to scream now that the game's hit 20 votes.

---

Okay, much better. Where was I...

@jammygunns Thank you for giving it a go! You're definitely right about the ending, and I already have a plan in place for a better ending scenario.

Many of the issues from the game definitely came from sequence breaking with Red, including a rather hilarious infinite box spawning bug that @blue-pin-studio showed me a few hours ago.

It would have honestly been smarter just to end the game when Red is destroyed or change the text to reaffirm that you succeeded after destroying it in retrospect. I also would have made sure that you had to trigger the red ball's "disturbed" status before clicking would actually work, a one line tweak. (when you complete all objectives, the ball will come bursting through the crates) The ability to sequence break this was a foolish part of my design, however, so I'll leave it intact for the compo build. I honestly thought I was being clever! :laughing:

I'm hoping that tonight's 0.135 will finally resolve the last LD-friendly issues so that I can focus my efforts on a new fork that can properly rework the game.

eduardo-yukio 2020-10-08 07:38

I liked the dark atmosphere. The audio and the graphics really made it work! But I found the controls a little "hard" and slow, the ball took a long time to accelerate and the jump feels very weak.

From what I understood, death is a fundamental mechanic on your game, but the death animations took a long time: it was several seconds waiting on the loading screen each time I died. And I died several times, because I fell into holes that I wasn't even seeing. I think the idea of using death as a mechanic is interesting and matches the theme, but it is only reasonable to be implemented if the respawn is fast, otherwise it becomes frustrating for the player.

Despite this, I think this game has a lot of potential, especially in the mood category, good job on that!

anchorlight 2020-10-08 11:36

@eduardo-yukio Did you play the latest version of the game? I ask because the animation used to be even *longer* due to a fade-to-black animation I didn't finish in time. :laughing: I got a little carried away, I'll admit.

On the topic of "death" as a fundamental mechanic... this is a massive telegraphing problem and probably the biggest failure of proceed's compo form. I do have a solution for this lack of communication. that I will ship in any later versions. This is something you'll see a lot in the comments: "I went into the room on the right and died," and so on. This is NOT a death-- it's looping you back because there was more to do. You actually NEED to use this room on the right to advance the game because this is how you reload the warehouse hint box. Sadly, the fact that I used the same cutscene instead of plugging in one of my variants, followed by the fact that I removed the text that was supposed to come on screen at this time, ended up completely destroying anything good about this mechanic.

I fully intend for these video failstates to return in the next version of the game, and without getting into the fine details, I have some ideas for keeping each stage mechanically fresh. The intermission-loop mechanic is actually something I'm quite proud of, as since I am running a script to alter the game back to a previous state as opposed to just reloading the level, it can potentially send you right back into the stage with no loading screen. This does mean that once my code is a bit cleaned up, I'll be able to carry these benefits into the actual gameflow somehow.

Thank you for giving proceed a look!

moddingmachine 2020-10-08 13:02

That was an interesting experience, I really liked the eerie mood about it all. Great submission overall!

fatsheep 2020-10-08 21:09

Played it live on https://www.twitch.tv/fatsheep__ Played on the latest build (0.135) Got to the "Do not leave it alive" part and couldn't get any further, seeing the comments talking about a red ball confuses me as i assume that is what i was meant to not leave alive, but it never appeared. Am i missing a step?

Other than that i loved the atmosphere and concept for the puzzle, the instructions could have been a bit clearer though.

anchorlight 2020-10-09 02:34

@fatsheep Thanks for giving it a look, and sorry I couldn't be there for the stream! I checked the VOD and um... yeah, beats me. You got every objective down, then Red never jumped out. Never happened during testing. But hey, at least the boxes worked this time. :shrug: This probably took place when I was fixing the script for the boxes, which were infinitely respawning in v0.13. I'll take a look at the warehouse cleanup code to see how Red managed to break it this time. I'm now convinced that Red is actually just cursed as this single object has singlehandedly managed to create 80% of the soft crashes and progression bugs in this game.

You ran past the warehouse after turning on the lights _multiple_ times... a red ball should have come at you. This is a new bug, I've got no idea what could possibly be causing it, and I'll get back to you ASAP on what happened by copying your VOD actions. Hoping to repro and patch soon!

EDIT: I found the bug. I updated the game to clean up anything with the Warehouse tag for respawns. As it turns out... Red had this tag, and I threw Red out with the bathwater while cleaning up the game assets. ...oops.

As for the "instructions..." you're being far too kind. :laughing: I've already got some much better instructions for this stage that I will implement for post-jam builds, earlier if I'm sure that it's acceptable for the build. (e.g. "right" instead of "flight")

Fifty five bug reports on the wall, fifty five bug reports... track one down, pass new builds 'round, fifty six reported bugs!

By the way, _fantastic_ work on your WarioWare style game. I might need to inquire further on how you put together the art for that, becuase that chunky 90s prerendered CG just speaks to me.

anchorlight 2020-10-09 06:48

Update v0.137 will launch tomorrow, addressing the Fatsheep Red bug and cleaning up three other Red related behaviors.

josephdevelops 2020-10-09 08:26

Game hurt my heart a bit.

nopogo 2020-10-09 14:14

Got to the "put it back" bit. then the gameover screen was a bit much. overall very interesting experience

codeman1010 2020-10-13 01:24

I loved how the game opened as you played. Also the audio was fantastic!

rainyday2800 2020-10-21 19:05

I really enjoyed the 90s cathode TV style. The reset sequence with music in particular was really cool.

arad-hamidsamiee 2020-10-23 17:35

cool crt chromatic abberation shader, nice musique, good visuals. good job