Pony Daycare by Thirsty 2017-12-05T09:39:46Z
It's pretty hard to play since you can't see what you're carrying and sometimes it just doesnt want to use the item.
Foon → Ludum Dare Explorer → Users → grizeldi
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | Taxcellent | jam | 209 | 3.75 | 3.52 | 3.90 | 4.33 | 4.31 | 2.86 | 3.81 | |
| 2025 | 57 | Depths | 👥 | Riches From Below | jam | 61 | 4.13 | 3.91 | 3.67 | 3.77 | 4.53 | 3.75 | 3.77 | |
| 2024 | 56 | Tiny Creatures | 👥 | Waddle | jam | 95 | 4.09 | 3.88 | 3.93 | 3.96 | 4.42 | 3.78 | 4.21 | |
| 2024 | 55 | Summoning | 👥 | Realm of Elementals | jam | 930 | 3.25 | 3.10 | 2.92 | 4.12 | 3.90 | 3.22 | 2.68 | 3.27 |
| 2023 | 54 | Limited Space | 👥 | Packed Ride | jam | 160 | 4.00 | 3.89 | 3.73 | 4.37 | 4.23 | 3.38 | 3.74 | 3.65 |
| 2023 | 53 | Delivery | 👥 | Rawnhill Post | jam | 404 | 3.73 | 3.47 | 3.25 | 4.42 | 4.10 | 2.44 | 3.27 | |
| 2023 | 52 | Harvest | 👥 | Solar Sentinel | jam | 319 | 3.60 | 3.39 | 3.15 | 3.56 | 4.58 | 2.52 | 3.14 | |
| 2022 | 51 | Every 10 seconds | 👥 | We Stole Aliens | jam | 908 | 3.18 | 2.82 | 2.92 | 3.40 | 3.57 | 3.04 | 3.33 | |
| 2021 | 49 | Unstable | UnBalancer | compo | 189 | 3.65 | 3.70 | 2.87 | 4.07 | 3.32 | 3.39 | 3.02 | ||
| 2020 | 47 | Stuck in a loop | 👥 | PARAD🕑X SECURITY | jam | 524 | 3.68 | 3.53 | 3.86 | 3.95 | 3.61 | 3.50 | 2.83 | 3.72 |
| 2020 | 46 | Keep it alive | 👥 | Umm, Your Majesty... | jam | 227 | 3.98 | 4.05 | 3.59 | 3.87 | 4.06 | 3.62 | 4.01 | 3.90 |
| 2018 | 43 | Sacrifices must be made | 👥 | Sacrifice Ovcos | unfinished | |||||||||
| 2018 | 42 | Running out of space | 👥 | AEKI Wares | jam | 531 | 3.43 | 3.35 | 3.13 | 3.14 | 3.52 | 3.25 | 3.15 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Storming Sands | jam | 361 | 3.64 | 3.53 | 3.38 | 3.87 | 3.63 | 3.12 | 3.03 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Empowered State | jam | 881 | 3.10 | 2.98 | 2.83 | 2.81 | 3.15 | 2.19 | 2.93 |
It's pretty hard to play since you can't see what you're carrying and sometimes it just doesnt want to use the item.
Uhh, download?
Continue button seems bugged and I have no idea how to get into FPS mode, but the game is pretty good. Glad our team is not alone in the world of 3D tower defense entries
@tgiant thanks, the game needs a lot of fixing before I would consider it finished, but that's how far we could get it with only one coder in 72 hours minus sleeping.
@notpresident35 For that target locking we'd have to implement some flagging system for which there just wasnt enough time sadly. Same goes for turrets which shoot the same target. The problem with tons of miners on one crystals was actually the next one on the todo list to fix but then we ran out of time. Level redesign to not have crystals around base was planned too. Oh well. Regarding preformance, we did no optimizations whatsoever and given that our 3D artist was doing game art for the first time, he wasn't exactly saving with the resources ;)
@pixel-mainiacs Thanks, man! Bugs are indeed very much present, but with only one coder, we were able to fix only the most critical bugs.
@bobbytables Did you hear the blink-ish sound? That's when rabbits take your crystals. Rabbits can spawn anywhere on the map, including behind, and sadly, even inside the ship. If we developed this game further, this would have to be fixed.
@traak Then you didn't read the description ;) Turret in slot 1 is the miner you're looking for ;)
@frozedon, yes the turrets would definitely need some visual feedback on what they're doing. What was most likely that was happening was that the turrets were on cooldown (after every shot, 20 seconds of cooldown). Also congratz for finding the barrier strategy :smile:, we found that one while playtesting and didn't bother to come up with a plan to counter it. You require 130 crystals to win and at that point rabbit amounts get pretty insane.
Physics seem to be a little weird, especially when walking up the hill. Apart from that looks very good for your first LD
Best one I've played so far! I like that economist, he's just like "No." :D It would need some more questions though since they start repeating pretty fast.
You get stuck in an endless loop very fast. Portrait mode scaling messes 2 of action buttons up.
Then it just takes forever to get anywhere I guess.
On the second try me and my friend couldn't get it to rotate to portrait, however @negdo suceeded doing it, so contact him for more details :)
Avast detected the android version as potentially dangerous. I couldn't really make sense of what babies/cats wanted from the icons. Apart from that, neat game.
Graphics? Amazing. They remind me of Portal 2's promo videos which I think is awesome. The controls are a bit of a mess since walking around and turning is almost impossible.
This thing somehow managed to freeze my PC when I tried to play web version...?
Now, *this* is pretty cool.
@adroitconceptions That seems like a bug in the engine's PBR shader or you're running it on ancient GPU. What GPU/drivers are you using?
Everyone else, thanks for the feedback. I agree that the controls could do with some work, but @Moffkalast wanted to preserve the comedic wobblines in favor of more responsive controls.
@sobakaduka that's intentional. You can go under the tables as a shortcut, but risking that you get stuck a little.
@furiouswitch we had this problem during testing on a windows machine, but couldn't reproduce it on any of the development machines (1x Win, 1x Ubuntu). It seems that it's hardware related and even though we tried to search through the code what could possibly be wrong, we couldn't find anything. So sadly, this probably won't be fixed :frowning2:
Well done! Apart from the length, this could already be a full blown game. I especially like how you managed to add a story despite the time limit of the LD. My team decided to drop any story based ideas for exactly that reason.
My only nitpicks are that healthbars like to spazz left and right a bit when you're walking and the fact that if your buddy isn't on screen when he's saying something (you're too far away), you'll likely miss his speech bubble.
Thanks everyone for the kind words :smiley:
@metalfist213 We're aware of the performance problems, it's also the reason we chose to not release the already built WebGL version. We're aware of what's causing the problems, but due to being new to Godot engine, we're not quite sure about how to fix it.
@russ-moonbase From my experience E is a quite standard interaction key in various games. We could however maybe move the F interact to Q. And yes, that was a cymbal sound :smile:.
Took me a while to realize there's a fuel limit and was wondering why my controls randomly stop working. Might want to mention it somewhere.
Web version only renders a black screen with a crosshair in firefox :slight_frown:
@vlandemart This is what it outputs https://pastebin.com/v0cf1t0D
Looks very good, but WebGL build doesn't lock the mouse, so the camera controls can get very weird
@ree-rolph @rudrac @usenrame @fonics @theseusinabottle Thanks for the heads up :slight_smile: Somehow I missed the fact that itch has a page visibility setting and forgot to set it to public when we were frantically trying to hit the deadline. Should be fixed now.
@mimir what OS are you on? A slight freeze after hitting play is normal, as the entire main scene needs to be loaded, but it shouldn't last more than a couple seconds on an SSD. Not sure what the situation is like on a HDD.
@mimir yeah, that's normal behavior, as it looks like Godot switches scenes on the rendering thread, so the program stops responding for a bit. That said, it shouldn't take 2-3min. I'll try to move the game to my HDD and time it.
EDIT: took around 5 seconds to load off my HDD.
@arad-hamidsamiee The player scene is structured like this:
Screenshot from 2020-10-06 16-51-32.png
The hovering effect was achieved by applying different amount of upwards force to the player rigid body every frame, depending on the distance from the ground.
Historically, we didn't share the source for our Ludum Dare games, but at least personally, I'm not against it. I'll ask the others.
@eptwalabha Thanks for the heads up, but I'm pretty sure I exported a non debug build, at least for the initial build. Not sure for the current one which had a couple bugfixes in.
@hakro seems like I forgot to uncheck the debug build checkbox when I exported the updated version :sweat_smile: Will try to keep it in mind if there are any future updates.
@fabula-rasa, @sharked and everyone else requesting a crosshair: the aiming is automatical, the only thing the player needs to do is get close enough that the anomaly is in range of the SMG and hold left click :smiley: That said, we could add a crosshair, it shouldn't be to much work.
@satolas
> +1 for putting Linux first in your itchio page :D
Even though I am primarily a linux user and the builds were done on linux, this one is entirely to blame on the fact that alphabetically, linux.zip comes before win.zip :smile:
In non fulscreen mode, the UI is a bit big and the game feels a bit slow for what is supposed to be a racing game. Apart from that, good job.
Itch link throws a 404 :(
I'm loving the graphics and the subsystems are rather intuitive so I almost instantly knew what is what.
I'm liking the visuals, but given the difficulty, the time it takes the game to display the retry button once you die is waaay to high, so you can't just spam attempts.
Interesting concept, though I can't quite get past 40m of height :sweat_smile: Searching for that one piece that hasn't stopped moving yet can be somewhat annoying at times though.
Zanimiva igra, pa dobri 3d modeli. :flag_si:
I see some rather familiar house shapes :thinking:
Thank you everyone for the kind words :)
@thatmanrobin more audiovisual feedback was planned, but as I have no idea how to do sound design and I decided to take part in compo, it sadly had to be axed.
I have no idea what I just played, but I'm loving it.
Should probably be marked as unfinished
Played the game live on stream and loved it. Would love to see a full game with a bit more content built on this concept.
Looking nice, though the sliders are very frustrating to use as I can't for the life of me figure out how the jump direction works. Maybe a visual path indicator would help?
I'm liking the concept, but the camera movement/controls are a major pain so I didn't get very far into the game. Definitely not for people who get motion sick easily.
Depth perception is somewhat lacking, so it's hard to hit enemies. That and the fact that WebGL build freezes if you accidentially click the exit button are the only problems I could find, otherwise a nice little game
Amazingly polished for a compo entry!
Didn't expect tetris to show up, as a game type in this jam, but I like it. The only thing I'd change is the round duration as it is a bit long.
@decipator we wanted to test the current state of godot 4 in a game jam and apart from some editor freezes, and random engine bugs (we spent 2 days trying to get trees and rocks to spawn in a way that doesn't kill the GPU) it was rather stable. If you're referring to the slight game freezes that happen when going from the main menu to the intro cinematic and from the intro cinematic to the game, that's because we sadly didn't have the time to implement background loading, so the scenes load from disk on the main thread. We had a quick look into background loading, but decided against bothering with it, as other things needed doing more urgently.
One of the best games in the jam I've played so far.
Loving the subverted expectations and the "don't do something" goals
Loving the character design, but the controls feel a bit unresposnive.
The controls were a bit confusing, but once I got used to them, it was somehow manageable. I think I managed to softlock myself by harvesting all the plants and falling off the map. Since the old ones don't respawn, I couldn't buy a jetpack.
Linux version seems to have clicking broken. I click on a tile and it selects a completely random different tile, which makes the game rather frustrating to play. From what I managed to see despite that, the board recycling for currency looks like a well thought out concept. That makes the game a lot more challenging than your run of the mill combining game.
@sharks Thank you for the detailed feedback. Some of these are painfully obvious things I'm not sure how we managed to miss :sweat_smile:
Audio was mostly duct taped into the game last moment and was very much not a focus as our usual audio guy was unavailable, so it does get repetitive fast. Definitely something we would've looked into if we didn't spend hours dealing with godot 4's bugs :stuck_out_tongue:
Deselecting works with RMB or ESC, but I agree, clicking away should also be an option, as well as some camera rotation options. Noted.
Pylons (=the currency generating towers) only accept 1 connection, but relays should accept multiple unless something broke.
Regarding solar panel efficiency and moving towers: the original plan for the game was that the solar panels produce power according to the amount of clouds covering them (that's the efficiency rating), so the player would have to move stuff around and rebuild networks. Sadly we ran out of time to tweak all the numbers and the end result ended up being a more standard tower defense where moving doesn't have much use.
Regarding flickering on an RX480, godot4 we used is in beta, so it's very likely it's related to that.
Seems to bugged sadly, I've fulfilled the conditions for the first upgrade stage, but it's not updating them :(
Loving the art and the voice acting. But as others have already said, the hitboxes for attacks are a bit wonky.
Interesting growing/harvesting mechanics you got here, I like it. I was kinda lost where to go, as it wasn't very clear I could move through the fence gates and it took me a bit to figure that one out. Are the locust supposed to move? They stayed relatively still on the bottom of the screen no matter where I was going for them most of the game and only speed up once I was almost at the end.
Incredibly hard, I got overrun by creepers almost immediately. Something about the scythe swing timings was just off for me.
Trying to run the HTML5 gave me the following: Error The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)
I'm on firefox, but from the error messages I'd guess it's a server misconfiguration issue.
A good example of how much VFX one can do with only a sphere and a dissolve shader, good job!
That said, the game itself is rather boring to play.
Dayum, this is a solo project? Looks and feels great, though at the beginning it is a bit overwhelming. On my first run I got fired before I realized what I am even doing. Maybe some job onboarding would help.
I like how the wand powers change with each delivery. Is there a score/end, or is it endless?
@twowolf thanks for the kind words, I'm glad you enjoyed the game. Maybe @pickydogfish can offer some insight on how he went about designing the levels.
We opted out of the audio category because none of the sounds (both SFX and music) has been made by us, just selected from the tons of available songs in various free music/SFX pools online. SFX is mostly from the Soniss GDC bundles and if/when Picky sees this, he can probably also tell you where he got the music from.
During playtesting, we noticed the problems with the music resetting when a level is restarted or when you switch from main menu to a level that you mentioned, however the way how things are implemented in the engine prevented an easy fix while still meeting the deadline. It might be included if we ever do a post jam build.
@lisyarus Interesting, because both of us devs are on Linux (Ubuntu & Nobara) and none of us had problems with the final build. Do other unity 3d games work fine on your machine? Does your GPU support vulkan? We had to force vulkan over OpenGL due to some graphical artifacts on OpenGL.
The cars do look a bit wacky while turning, but it ended up on the "fix if there is time" pile. There wasn't enough time 😅
Great little story based game. I like that the (in)accuracy of your work actually impacts the ending of the game. Some relaxing sea waves sounds would go a long way in improving the atmosphere even further.
This is rather fun to play, good job. I'm not a fan of the overall art style, but dayum those explosions look nice.
I... am not quite sure what I just played :sweat_smile:
Really fun game, spent quite a while trying to avoid building rockets with a questionable shape.
Maybe it would be great mentioning somewhere that there is an option to zoom out, it makes navigation so much easier. Another nice QoL change for navigation would be a velocity vector display, so you know at least know which way the ship is going while it's spinning out of control :sweat_smile:
Not sure if that's a bug or intended, but the game had no audio for me. I was also a bit confused in which category is a steering wheel supposed to go.
The itch.io link is throwing a 404
Sounds like a neat concept, however trying to run the WebGL version gives me a 404
@vykri it works now, however, it refuses to load in firefox, I had to switch to chrome for it to work.
There is something surreal about chasing down a png of a cat down the hallway with measuring tape in hand. However, I still wish you went with proper 3D models, as I feel like it would make the game work a lot better as a 3D game.
The gameplay is somewhat simple, but I like the mood the game is going for, which would've been even better if there was sound.
Looks fun so I wanted to give it a shot, but as a Linux user the fact that you're using a DX12 export apparently breaks my compatibility layer. RIP.
@velvetlobster the LD page is not supposed to be live yet and shows as unpublished to me. How did you get here? :sweat_smile:
@velvetlobster The game is up now if you want to take a look :)
I like the concept, the graphics could do with some work though.
I'm not sure if I'm missing something, but trying to place stuff on empty tiles doesn't seem to do anything, so I was left with most of the planet being useless and only being able to utilize the preexisting lava and water tiles.
I like the concept, however the nodes seem way too small for the amount of clicking on them you need to do, since the game quickly turns into a precision clicking game. As someone else said, a zoom out option would be nice too.
I love the idea, I really wish you could finish it in time. Some Touhou style music is missing though :)
I loved collecting resources and fighting the waves of mobs. The game feels well polished. The comic book style "omnomnom" texts really added a nice touch.
That said, I fail to see how the fact that the floor is disappearing is supposed to affect anything. It doesn't hinder movement, nor does it noticeably impact the resource generation, so I don't think the mechanic has much of a point as it currently stands, apart from trying to forcibly fit the LD54 theme into the game. Another thing that wasn't clear is what the bar at the bottom of the screen was supposed to be.
There's an obvious "press E to interact", yet pressing E doesn't seem to do anything. The movement controls are very slippery, as the momentum is maintained perfectly when you let go of the directional key.
WebGL build on itch only seems to load the settings and menu buttons with no option to fullscreen the game
@tykenn the game is endless. It only ends once you run out of HP.
@mvasko2 thank you for the detailed feedback. No need to sugarcoat it, the game looks fancy, but is rather boring/confusing to play, we're unfortunately aware :smile:
We ran out of time and didn't get to finish everything we planned, so we had to cut basically the entire polishing phase and a couple of planned features in order to get something at least remotely resembling a finished game from the feature set we had already finished. This resulted in some questionable balancing, useless attacks, poor feedback and other things we didn't really have time to playtest and adjust.
How did I get here?
@velvetlobster as far as I'm aware, itch doesn't highlight Ludum Dare links since quite some time ago. The link was there, but it's buried in the "Links" section hidden in the "More Information" dropdown. We added the link to the description of the itch page as well, but it would be great if itch could add a link in the top right corner of the page like they do for game jams hosted on itch.io itself. Thank you for the info though.
Regarding the default camera framing, it used to center on the start tile, but then we tweaked camera rotations a bit and the code for centering broke. Some adjustments were planned, but unfortunately we ran out of time.
Looks pretty good, good job!
I love the pure absurdity of the idea of 4 round animals in a trench coat trying to make enough money to pay rent. Good job!
The music is a bop! I loved how it filters down when the game pauses so I can place cards on the field and then resumes once the game continues.
Not a big fan of the gameplay though - my minions kept going backwards trying to chase enemies that they had no hope of catching before the enemy minions would reach my base.
The mood this game sets up with the art style and music is great. However, it really isn't clear how to collect the wisps, I've only discovered it when I accidentally bumped into one of the spawners.
I'm always skeptical when it comes to 3D action combat games in LD, as they're very tweak heavy and hard to do well in a weekend. But you guys managed to get a rather smooth and satisfying feeling combat system going, congratulations!
That said, there are a couple things that could make the game even better: - A cohesive art style - flat shading everywhere in which a rather detailed sword swing VFX looks rather out of place - Shift to dash - might be just me, but in my gamer brain, shift is always the go faster button, never space - Menus - I know we all hate making menus, but your game looks a lot better than your menu :smile: - Power state changes - the blue -> purple -> red transitions feel great, but the whole system is a bit glitchy, sometimes not resetting when I start a new wave or randomly downgrading me from red to blue directly, only to then upgrade me to purple a moment later
What did I just play lol
Didn't expect a clicker game to come out of this jam, but when you thinkg about it, it's a perfect fit. The game's audio-visual presentation and mood is superb, but the gameplay could do with some proper explaining.
It's not obvious at all what needs to be done in order to collect the mined particles at the start and I'd have given up on the game if there wasn't a helpful comment on itch explaining the collectors to someone who had the exact same issue as me. Later in the game I faced another "what now" problem, as I unlocked all the upgrades in the depths and had no idea what to do now, as I didn't have the cathedral built nor unlocked at all yet, so maybe some hint what needs to be done would also come handy there.
Minor annoyances aside, a really good LD entry!
Takes a bit to get the hang of the controls, but I quite like the idea. The controls make sense, but it's kinda easy to get stuck, so the game would probably benefit from a game over screen once you get properly stuck.
Such an incredibly polished entry! It looks and sounds great and the puzzles are difficult enough to not be boring, while still not being too hard. The only nitpick I can find with this entry is that the text fade in in the tutorial levels is a bit slow, but it's a really small thing in the grand scheme of things. Great job!
Thanks for the kind words everyone!
@leophyte The idea with circles is that if the circle has a white border, then the treasure is somewhere along that border, but not inside the circle. If the circle has no border, then it means there is no treasure in that area. So with some strategically placed divers, you can pretty easily figure out where white circles intersect. We are aware however that the tutorial doesn't explain this mechanic well, but we didn't really have any good ideas on how to better explain it.
@oxnh Darn, that's sad to hear. To be sure, I re-tested our Linux build on my Ubuntu machine and it seems to work fine. Are you maybe using some DE/WM that maybe has got some issues with window focus management? Do other fullscreen Unity based games work fine for you?
@oxnh Huh, that's really weird. I got no idea what could be causing that, probably some Unity weirdness. Thanks for testing though :smiley:
@momo-hunter the upgrade that would allow for more divers was actually the first one we worked on, but it turned out that replacing the whole boat 3D model to allow for more passenger space broke too many things, so we ended up having to cut that upgrade as we were running out of time :sob:
@jacobingalls If I remember correctly, some of the upgrades were intentionally a bit overtuned, so it feels less of a "I can't even tell the difference" and more of a "oh shit, this is almost too much". Regarding the win screen stats, a lot more stats were planned there, but the win screen was added last minute as we completely forgot about it and almost shipped without one :sweat_smile:
I don't know if I'm doing something wrong, but my guns don't fire at a worm despite there being an ant manning them
Game link gives a 404
I don't quite understand what the goal of the game is supposed to be?
And as others mention, audio is very, **very** quiet
Where's my adblock? :laughing:
Jokes aside, I love how much effort you put into art, seeing the final version of the arm animation I've seen in the feed sometime during the jam really makes you see the progress, even if the final result is a tad bit low res. That said, I feel like the game is trying to have 3 different clashing art styles that don't really fit together (the graffiti style title, realistic cyberpunk arm animation and then pixel art in the actual game).
Gameplay wise, it took me quite a while to understand what the keypad is supposed to do, maybe making the keypad work with the numbers on the keyboard as well would make it more intuitive.
Apart from those, great work :raised_hands:
I like the idea and how it is executed. However, the gameplay is a bit slow. If you sped it up by ~30% it probably wouldn't impact decision making at all, but it would decrease to down time. It's also really easy to get softlocked between layers if you don't have enough wood to place new wood harvesting buildings before the previous layer gets corrupted. Not sure if that's by design or not, or maybe I'm just bad at the game :sweat_smile:
Also for some reason it's very hard to click on the wood building button in the WebGL build, half of my clicks didn't register. The other two buildings worked fine.
A nice and simple entry. I really like the reel casting animation and the rhythm game like mechanics are a nice touch. Maybe it could be a good idea to expand on that a bit and add some rhythmic reel spinning noises so it could turn into an actual rhythm game?
Something seems to be off with the game on my system, as I'm getting about 5 FPS on Ubuntu with Firefox
A little unintuitive at the start, but a pretty nice puzzle concept once you manage to figure out what you're doing. The last level was quite a head scratcher.
Thanks for the kind words everyone!
@b0guslaw That crash is a known bug, but unfortunately we never managed to find how to reproduce it so we'd be able to fix it. We'll continue trying to hunt it down, but I don't expect much success there.
Love the card shop concept. The idea with fakes is well executed and they're just the right difficulty to spot. Unfortunately there's a some bugs, clicking on an inspected card makes it disappear, as I approached the end of the day my screen went white and I couldn't do anything...
Also "next/previous card" buttons, as well as a shortcut to the computer in the card inspecting screen would've been a great quality of life improvement.
For the linux users out there: keyboard didn't work for me in windowed, but in fulscreen it works fine when using wine. This game looks amazingly polished.
@notpresident35 The idea was that the trucks are very big and heavy, but I guess we didn't do the best job on showing the scale compared to other objects.
Everyone commenting on crappy camera, we feel you. We are just using the default that comes with our engine, since there was not enough time to fix it.
@john-timora We considered that, but since not everyone has a gamepad at hand, we decided it's one of the "maybe later" features that along with splitscreen we just couldn't fit into 72 hours.
Not really sure how the use of 3rd dimension adds anything, if the whole game is still in 2D. Nice idea though.