letabouret 2025-04-08 18:16
Really cool gameplay mechanic, and great graphics, but I couldn't get past the block on top with the glowing symbol on it.
Foon → Ludum Dare Explorer → LD57 → Perspector
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 354 | 3.65 | 24 | |
| Fun | 356 | 3.47 | 24 | |
| Innovation | 39 | 4.20 | 24 | |
| Theme | 578 | 3.42 | 23 | |
| Graphics | 287 | 3.95 | 25 | |
| Audio | 431 | 3.18 | 24 | |
| Mood | 400 | 3.61 | 23 |
Really cool gameplay mechanic, and great graphics, but I couldn't get past the block on top with the glowing symbol on it.
Very unique mechanic!
Geological depths coupled with perspective-related depth, two in one. The level design must not have been easy to achieve, great game, well done!
Ok, this is actually very impressive and honestly original. The graphics are nice crisp and the motion of the character is very fluid. The only thing I would say is that it is a bit ark in some places, making it difficult to see the edges and then falling down because of it. Also on the first level, it looks like if you go toward the end of the platform and closer to the edge, you can fall through the ground. Other than that, I think this is a very interesting game with a potentially very interesting mechanic
really awesome gimmick, would love to see this expanded into a full game!!! i said "no way" out loud when I first hit X, lol
also, I didn't figure out you have to go find the switch until my second time playing. the first time, by changing perspective mid-air, i was able to just jump on top of the boulder blocking the exit and win that way. either way, you could do a ton of really cool stuff with this concept!!!
* The "X" was not clear at all that it was a button, so I was stuck in the begginng first :) * The player character is super nice! * The change in perspecive was a bit awkard, causing me to fall down many times. I think you keep the depth from the previous swich and apply it? Maybe it would be worth resetting the depth to a fixed place depending on the level? This caused me to quit the game because I didn't feel in control :(
Very impressive core mechanic! Maybe a little complex for a game jam game, but you pulled it off!
I thought the platforming was a bit janky and too hard, but as I say that I do respect that the camera flipping is quite a feat to get right at all. Since it's low poly (and also playtesting is really hard during a jam) I think it would make sense to try to avoid precise platforming. For example the first boulder you need to run around, I think it could be bigger so its easier to maneuver on top of it. I kept falling down both running around the blocking pipe on top, and also because i misjudged the collisions.
Cool game!
@letabouret Thanks!! You can get the stone to move by finding and activating a certain switch. It will still look the same in the 2d view, but you can sneak around it in 3d :)
Good graphics and cool innovative game mechanics!
This looks like a different take on toodee & topdee :D The graphics and movements are really nice. I wish I managed to get further though, as I just kept dying instead of reaching the platform xD
Really cool concept - neat take on the theme. I really dig the aesthetic and the walking SFX really plays into the rock theming.
There were a few moments where the perspective kind of felt a bit wonky when switching from one perspective to another. I think it might be better to give the player the most generous/useful depth position when switching. Particularly since falling down can be a little bit annoying and if it feels like that's a result of the game then that's extra potential for friction for the player.
Solid game though! I had fun trying to work through the platforming puzzles.
@keely-brown Thank you! Yeah you're not the first to mention that and I think you are right - we were a bit too short on time when we eventually decided that the preserved z-position when switching back and forth won't be a bug but a feature, and didn't have enough time to really embrace it and make it not frustrating at times :)
But for the record: it's definitely possible to finish the game y'all! You just have to think about where you'll end up when you shift back to 3d. ;)
Interesting mechanic! Reminds me of Super Paper Mario. The perspective switching in this is a bit awkward, though, and doesn't work like I'd expect. Most of the time, it _isn't_ safe to simply switch without jumping first - but sometimes that's what you have to do to progress, and there's no way to tell which situation you're in without trying, and possibly falling. The complete lack of checkpoints doesn't help.
As a side note, I managed to fall off the map by accident at one point, which softlocked the game. I also once got jammed in between some geometry (by the lamp at the bottom of the map), which also forced me to reload.
I was playing another game that had a depth / layer mechanic, and this one was another take on that but with 3D! I think I found a new genre of game to appreciate! Awesome stuff. I definitely liked how you could tell where you are by swapping the perspectives, and learning to navigate between the two perspectives actually felt really rewarding.
The level design was also pretty neat and not hard to figure out. I really liked how the X at the beginning for example clearly shows that pressing X will result in something happening.
I could see a longer version of a game like this with a little bit more story to talk about the caves and even more symbols that could change or add even more brain twisting mechanics to this!
The one thing I ran into a lot during this was some difficulty jumping between rocks. My character kept getting stuck a little bit! Overall though, fun entry and thank you for sharing!
I game about shifting perspective will never not be innovative to me! I like the idea of this game, still not sure how it works technically :smile:
The animations feel really smooth and the art style is nice. The gameplay can be hit or miss at times, understandably a game like this would take more than 3 days to balance but I had difficulty understanding the shift in perspective until I realized that when you go back to top down view you retain the same Z position as the last time you were in top down view.
Falling all the way from the top to the start reminded me a lot of Getting Over It (a game I would rather not think about :cry:). Overall I found this to be an innovative game despite the challenging gameplay.
This is a really impressive jam game! I really like the character art and movement, and the world is really atmospheric. The puzzle mechanic is fun too, especially the first time you realise what's going on.
Great concept, hard to pull off with such a short time! This definitly deserves some more time to shine. Ambiance & graphics are neat. Good innovative entry!
Very nice idea ! and pretty well executed, I found that the puzzles are just the right difficulty, so well done ! I would love to see more. I got stuck a little by the lantern in the first tries though
Really cool concept! I love the idea of using camera perspective changes as a core mechanic -- it’s super creative and it feels both challenging and satisfying when things work.
That said, the level design felt a bit punishing at times: a small mistake could send you right back to the start, which got frustrating after a few tries. I ended up getting stuck and couldn’t progress further, unfortunately. When I pressed X, the character was stuck inside the platform and then fell through.
Screenshot
Still, I really enjoyed the atmosphere. The visuals are stylish, and the ambient sound fits the mood perfectly. Adding some music could elevate the experience even more.
Great job overall
@python-b5 Thanks for catching those damn bugs, we uploaded a version with properly sized area boundary, and we also moved the lantern a bit as that was apparently not an uncommon experience, so hopefully that won't be an issue anymore :) I'm curious though, would you be able to express what _is_ the way you'd expect the perspective shift to work?
@Parxer It's a difficult problem, admittedly. I think the main rule would be - it should always be safe to shift perspective, if you're standing on the ground. Sometimes the player may not be entirely sure where they are located in 3D space, and potentially punishing them for shifting to find out seems unfair to me (especially in a game like this, where there are no checkpoints!). There are probably multiple ways to approach solving this, but I think personally I would keep the current system most of the time, then just snap the player's Z position to the nearest safe platform if they were standing on the ground when they shifted.
Perhaps you have a different perspective on this, or something like that would go again your intentional design. I am just one person, after all!