FoonLudum Dare ExplorerLD57 → Depthshifter

Depthshifter

By buni

View on ldjam.com

CategoryRankScoreCount
Overall1733.3731
Fun1873.1230
Innovation503.8231
Theme583.9631
Graphics1793.2931
Audio2182.6231
Humor2322.0625
Mood2582.7529

Comments

nathmate 2025-04-07 04:17

Cool concept. The platforming was frustrating because of how slidey the character is though. I'm not sure if it's intended that swapping depths can cause the pushable purple cube to jiggle.

buni 2025-04-07 20:04

@nathmate thanks for playing! Sadly the character controller had to be slidey, because of the Unity Rigidbody sticky walls problem. That was the quick fix so that I would'nt have to write custom physics for this, which would have taken a lot of time.

About the purple cube, thats not a bug - its a feature :)

voidsrc 2025-04-08 07:48

The first 5 minutes I didn't fully understand the basic concept of the game, so I had a hard time getting through the first level. But as soon as the main idea of the game came to me, everything started to play in different colors!

Unfortunately the constantly rotating camera gives me a bad feeling, so I couldn't play longer, although I would have liked to get to the end. The inertia of the character is very big and so hard to control.

Overall great job and a huge accomplishment in such a short amount of time.

samilon 2025-04-10 17:10

this is actually pretty cool! its a very creative innovation. only problem i had was the controls was a little bit wonky. otherwise, great stuff!

phoque 2025-04-10 17:16

I love the idea of cylcling between 2D and 3D, but this might need more time to be used properly with level design. Also character and blocks are sliding way too much to make precision moves

tive 2025-04-10 17:20

This is really cool! Unfortunately some puzzles could be brute forced by switching in mid air. Really nice art style though :)

torte478 2025-04-10 18:23

Great interpretation of the theme! The physics turned out quite challenging. But otherwise, a brilliant execution of a fantastic idea!

tomas88a 2025-04-10 19:01

very creative idea and concept!Cool game!

samuel-hollywood-summers 2025-04-10 19:39

There is so much potential for me to love this game. The concept is great, the puzzle design is great, the levels are sequenced in a way that tutorialises the mechanics really well. But... The controls are awkward (especially in 3D), the movable box physics is awkward (especially in 3D) and the game not always placing you on or above a solid surface when moving from 2D to 3D mid-jump, when it could (and when the player expects it to) made for an incredibly frustrating time as the puzzles got more difficult. I thought switching to control pad might make things easier for me, but the right stick did not move the camera. If you can improve the quality of life details mentioned above, this would be a fantastic game, and I would love for you to let me know if you smooth these edges so I can play a more forgiving version of the game. As it is, I had to give up on the tree level after reaching the second of the brown floating cubes. I just wasn't willing to push past the friction in implementing my solutions. In a puzzle game, if I know what I need to do, it shouldn't be this hard to do it. Really great jam game though, well done!

tugaryn 2025-04-10 20:13

That's a cool idea good puzzles The inertia here is unnecessary and just annoying But cool thanks!

flying-dog-fish 2025-04-10 20:13

Great idea and a nice look of the game. Unfortunately it's very hard to play because of the awkward controls.

silkworm-sweatshop 2025-04-10 20:14

Awesome idea! Once it clicks how you line up things it's really satisfying. The biggest issue is the controls are WAY too slippery with too much momentum. I struggled way more with the precision movement than figuring out the solutions (which I think should be the main focus here). Some tighter movement would alleviate some frustrations.

henk 2025-04-10 20:59

Player movement felt really painful, which made the final level especially brutal. For many of the puzzles I couldn't tell whether I'd found the solution or exploited a bug. That said, a Fez-style perspective-shifting mechanic seems like it'd be hard to implement under the time constraint, so well done!

antonin-granados 2025-04-10 21:04

Xnip2025-04-10_22-59-18.png

I have some visual glitches on itch.io and ldjam.com, but the concept is very cool. I would definitely play again if you fix the texture problems, and maybe part of the character controller ;).

p1x3lc0w 2025-04-10 21:11

Cool idea, great use of the theme! Reminds me a little of Fez. I liked the way the game looks, 2d sprite character in a 3d world is always a style i really like. I think what could be improved the most is the way the movement feels: The ground felt very slippery and i would sometimes get stuck on the sides of the terrain when jumping against it. I think stopping faster when not pressing a movement key or the direction opposite the current movement when on the ground would make the overall movement feel a lot better. Fun and unique puzzle-platformer overall; great work and thanks for the game!

texugo 2025-04-10 21:56

This is actually so cool?? Nice way to work with the theme and it really does remind me of FEZ. The walls made me a little frustrated some of the time because they made it harder to jump, and the floor is a little to slippery, but even so I had a lot of fun with this! Great game

googlypoo 2025-04-11 02:16

I didn't quite finish. I got to the level with the tree but losing all my progress missing a jump was too much :sweat: The floor is quite slippery. I had what seemed like inconsistency in where I'd spawn in the 3D world-- sometimes I'd do the exact same thing twice and get a different position.

I think your concept is awesome and you nailed the theme. Someone else mentioned FEZ and that's immediately where my mind went too. I love puzzlers like this and you went very ambitious, great entry :clap:

freamdev 2025-04-11 13:24

Very intresting concept, I had fun solving some maps until I got stuck inside a pillar becaus I swapped depth at the wrong time :smile:

I wish there was a setting to only turn the camera when I hold the mouse button or something cause the constant rotation with the slippery floor maed it a bit hard to control my character.

surweaver 2025-04-12 06:05

Cool game! I really liked that you need to change the dimension dynamically sometimes (while jumping). The puzzles are very interesting and make you think before you perform movements!

I really wanted to play on the controller, it's sad that the right stick doesn't work.

I completed the whole game, there was a good moment with the fact that in the last level you need to go through some segments in 3D. It's just that at first I thought for a long time that I couldn't find the right angle to move correctly in 2D mode.

In 3D mode, you don't really feel the depth, so you have to turn the camera to move to the side.

I also encountered a couple of bugs in the last level (or maybe it was just unobvious behavior).

Two jumps before the top of the tree, there is a segment where there are 2 platforms that turn into one in 2D mode. I thought that I could make a safe transition: go to 3D mode, rotate the camera 180 degrees (so that I end up on the platform farthest from the camera), go to 2D, then back to 3D so that I end up on the front (i.e. adjacent) platform, but unfortunately, this did not happen.

It was also not very obvious that collisions would push the pink cube out so that it would not be hidden behind stone blocks in 2D mode.

But I really liked your idea and its execution! Wonderful!

python-b5 2025-04-14 04:20

Love the concept of this, and the levels overall felt well-designed (I wasn't able to complete the one with the tree due to how much progress I lost each time I fell, so I'm not sure if there was anything else past that). Unfortunately, the game was really let down by the controls. The player is extremely slippery, moves too quickly, and can slide off the corners of platforms (along with having an unclear hitbox in general), which made the sometimes decently tight platforming in the levels quite frustrating to play. The 3D camera being locked to one axis, at a very uncomfortable angle for platforming, didn't help, to the point where having to do any jumps in 3D felt unintended. Tab is also a pretty inconvenient choice for depth shifting, since it's not easy to hit while navigating with WASD. My hand started to cramp near the end from constantly stretching out to hit that key. You've got a strong mechanic here, but I would take another look at the handling if you choose to continue work on this.