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Funnel World
Funnel World
By andriybyelikov
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 802 | 2.75 | 43 | |
| Fun | 810 | 2.43 | 43 | |
| Innovation | 483 | 3.30 | 42 | |
| Theme | 776 | 2.60 | 44 | |
| Graphics | 577 | 3.41 | 43 | |
Comments
lemma
2026-04-21 03:25
Really cool graphics, but I wasn't able to rotate my camera very much. I couldn't look up very much, and I couldn't turn around. It might be an issue with the build specifically - my mouse was getting stuck on the sides of the screen.
@lemma My bad, I forgot to mention that in order to rotate the camera you have to hold left click and drag. It's not the build, it's my peculiar taste in implementing camera controls.
kenoshka
2026-04-21 03:31
10 minutes in, still cant figure out the first puzzle( although the optics part of puzzle mentioned in desciption sounds promising
lizelive
2026-04-21 04:04
Screenshot 2026-04-20 210305.png what is this shadown?
t-c
2026-04-21 04:06
Maybe I'm just too tired from the post-game-jam brain, but I cannot figure out the first puzzle. I'll try again at a later date when my brain isn't so mush.
lemma
2026-04-21 04:07
@andriybyelikov I tried the game again. I found the "light that cannot be reached" up above but nothing happened when I interacted with it.
@lizelive I'm pretty sure that's just a dark wall.
@kenoshka @t-c I see. Thanks for your feedback. So it's harder than I anticipated it would be. I thought people would solve it in no time at all.
@lemma Perhaps that is not *the* "light that cannot be reached". Maybe there is another interpretation.
lizelive
2026-04-21 04:21
@andriybyelikov I promise there are triangle.Screenshot 2026-04-20 210305.png
@lizelive Honestly I have no idea what these two triangles are. The player character has a shadow. Perhaps that's what it is but I can't say for sure.
scrot3.png
lizelive
2026-04-21 04:39
@andriybyelikov illuminati confirmed
I don't know if I reached the moon, but I did reach the sky above the room of white. The review I leave for this game cannot be read, but if you look at it, it will pull you toward it?
t-c
2026-04-21 15:13
Alright, back at it. I finally figured it out. The first puzzle took me a good 20 minutes, and half of that was aimless wandering or trying the same things over and over. I was far too distracted with the !>Reflective sphere thing, assuming that something to do with the reflections on the spere was the key forward.... I was close! But then like, the 2 blades of grass making what looked like some kind of archway on the sphere, also kind of looked like a door...... I got so distracted with those thoughts
that I didn't explore as many options as I could have. Unfortunately, the thing that gave it away was less !>The reflection on the wall
and more !>The fact that there's a gap in the wall in the area where you're supposed to see the reflection
But I did end up making it through. The second room was interesting, I liked the idea of being pulled like that. I kind of figured in your question 2 (making it to the moon) you were hinting that
!> The plate could gain you infinite speed if you're looking up at an angle and you view it as you're falling. It pulls you back up and you keep your speed from falling
But looked like that was not the answer. And yes, I did
!>Jump all the way to the moon! And through it! And past it! I would have liked at some point for you to be in range of something that would have pulled you towards it, and for a place to land... butttt
it was really, really cool, with nice visuals.
@t-c The reason you saw the gaps is because collision detection and triangle watertightness are buggy in my game. And the moon is just an easter egg, that's about it. I'm glad you liked it and thank you so much for your feedback!
2026-04-22 00:35
这个画面让我晕3d了
!> I did eventually get out of the first room, but I'm not sure how the clue helps
Aghh I was so close! I saw the
!> reflection
pretty early, but just didn't realize it was something special. I had to use @t-c's hints to get out of the room.
Great job, very unusual game! And super impressive that you coded the engine + ray tracing yourself!
purrseus
2026-04-22 11:15
15 minutes in, I give up. I'm sorry, I really can't figure it out.
Having a raytracer and being able to dynamically adjust the resolution of it is very cool. Sadly I also couldn't make my way out of the first room even with people's spoilers.
tkap1
2026-04-22 16:09
It took me way too long. Camera controls are also a bit awkward.
2026-04-23 16:08
Camera control is not very convenient. The game looks interesting! but what needs to be done is not clear) I understand that this is a puzzle, but I spent a lot of time on the first level and didn't understand what to do.
Unfortunatly, i wasn't able to figure out the puzzle without the hints on here, but cool look.
pres2300
2026-04-25 04:37
I don't have much to add to what others have said. I had to use @t-c's spoilers to figure things out because I, too, was convinced the sphere, blades of grass, and locked torch had something to do with the puzzle. The second room was almost overly easy after that. The camera controls were also very awkward.
I do think this was a very good looking game, and you did great on the lighting. My GPU fans were spinning up from this, haha. Nice work on that!
I don't really know what to do. The graphics were great, although moving the camera was a bit annoying, if the mouse was locked and you didn't need to drag it would've been much better. Also I don't play with inverse mouse on so it took some time to get used to, maybe if there was a way to toggle that? (I do understand it's hard to make that in such a short timeframe though). Well done though, it is still really good, especially the graphics.
rhewid
2026-04-25 20:21
The camera controls are not working well, i need to constantly click and move the mouse to move the camera, the resolution change did not work for me. I guess there is a great idea and puzzle game behind it but I couldn't figure it out.
A bit too eldtritch for me. Could not figure what is happening and what to do.
But thanks for the idea of adding a full screen button to the embedded HTML version. Did not know this is an option, so had to remove this version for my game, because window was too small for it.
rentem
2026-04-26 19:46
It took me less than 2min to get to the second room. But it was by pure accident :see_no_evil:
Was an interessting play. I had my share of problems adjusting to rotating the camera, I was always turning in the wrong directione :laughing:
Nice work!
lereveur
2026-05-01 18:52
Didn't took me too long (maybe 5mn ?) to find the first puzzle end, but I must admit it's not that easy, I understand that some didn't find it, as I mainly did only because there are very few things to inspect… The second one was anecdotic, but at the end I'm not sure of what you mean by exiting the room "backwards" - I assumed it could be a reference of some glitchs used by speedrunners on some games but I'm really not sure of that :sweat_smile: That said, last LD I decided to follow you and your work on a raw raytracing game engine, and I like to see that you improved it, and I will continue following to not miss the next (if it comes) - I started "messing with" computers things early in the 90's, and speaking of 3D rendering, especially with PovRay, thanks to a passionate teacher who shared the basis. It was an amazing new world for me, and since then I never stoped hoping that, one day, we could have real time full raytracing rendering… And that's what you are in by now! Not that the Gfx cardboards propose is bad, but… meh… this is still a mix with conventional 3D rendering, it's very beautiful but technicaly less… "appealing"
oller125
2026-05-02 16:05
An interesting idea. The camera controls are quite awkward and it feels like the FoV is a bit off.
ellaris
2026-05-03 09:44
The camera control is very awkward.
2026-05-03 13:19
The game instructions and interactions are both excellent! The scenes are very interesting. If some sound effects could be added to enhance them, it would be even better.
kaijiro
2026-05-03 13:20
Wow, that first puzzle was hard ! Not really sure how did I manage to solve it tho :sweat_smile: Impressive engine btw :smile:
I do wish that pc users could lock the cursor, but I got used to the cam movement pretty quickly, the graphics looked nice with the pixelated form, and I enjoyed solving the puzzles, though the first room I just ran around for a few mins before locating the gap to go through. It was a nice little game especially considering you made the engine!
ljol3
2026-05-05 02:40
I liked the visual style and shadowing.
It made a lot more sense once I realized I had missed the interact button! Nice puzzles -- and the infinite jumping at the end was fun!
hard to figure out but very cool!
f1krazy
2026-05-08 17:22
It's cool that you were able to make a game revolving entirely around real-time raytracing, but unfortunately you've fallen into the same trap I've seen so many other games fall into this Ludum Dare, which is not making it clear enough what you're actually supposed to *do*. It took me about a minute just to get the hang of where I was and how to move around properly, because all I could see was a green dot in a black void with zero context. From there I got as far as picking up the torch, but I have absolutely no idea what I'm supposed to do with it. There's a walkthrough, but the fact that I need one for the very first puzzle in the game tells me that something is deeply wrong.
@f1krazy Yes, your are supposed to fall from the sky as soon as the game starts to get an overall picture of the stage, but I unfortunately realized too late that on some machines shader compilation hangs hard and when it's done the player has already hit the floor looking down at the poorly lit floor. And as for the first puzzle I definitely made it too hard it seems without explaining any consistent game mechanics to the player. Perhaps my first puzzle went too hard against gaming conventions and I admit I did a very poor job explaining it save for a note with a hint on the floor that is too cryptic. This combination made my puzzle too The Legend of Zelda: Second Quest-esque, and the solution isn't even between the two torches or at some symmetry point according to post-NES Zelda puzzle tropes. Then there are also the camera controls. I tried simulating a mobile-like control scheme where you move the camera by dragging with your finger but I seem to have implemented a pinching-like motion where the world turns around you instead of a motion like dragging to the left to look left where you tilt your head to to the left.