Deminescent by Chronodrax
Deminescent is a sort of Minesweeper in 3D with Descent-like controls.
The objective it to find the exit, and collect as many Blue cores as possible while avoiding Red cores.
The weapon allows the player to dematerialize blocks (left click) or analyze blocks (right click).
Analyzing blocks can give hints on where bonuses and traps can be found (in a 2-block radius), but when analyzed a block cannot be dematerialized anymore.
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Unfortunately the game has only a half-finished tutorial and no other levels since I had to deal with GUI issues making the built versions of the game crash...
I lost the last 6 hours on fixing a bug, then those GUI crashes. In the end it still crashes so I removed the GUI entirely. I hope I'll find a way to put it back in a post-jam build.
Apart from that the gameplay works (though the GUI displaying the score is missing), and you can still find the exit of the 1st level though there's no level 2.
I'll probably make some levels in a post-jam version, at least to test the mechanics further.
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Edit : GUI corrected, but only in the post-jam version (that's the only change between the two versions for now)
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Music : B眉romaschinen - "Run" (http://freemusicarchive.org/tag/bromaschinen)
Everything else is from me (Sound effects made with bfxr, art with photoshop)
The objective it to find the exit, and collect as many Blue cores as possible while avoiding Red cores.
The weapon allows the player to dematerialize blocks (left click) or analyze blocks (right click).
Analyzing blocks can give hints on where bonuses and traps can be found (in a 2-block radius), but when analyzed a block cannot be dematerialized anymore.
-----
Unfortunately the game has only a half-finished tutorial and no other levels since I had to deal with GUI issues making the built versions of the game crash...
I lost the last 6 hours on fixing a bug, then those GUI crashes. In the end it still crashes so I removed the GUI entirely. I hope I'll find a way to put it back in a post-jam build.
Apart from that the gameplay works (though the GUI displaying the score is missing), and you can still find the exit of the 1st level though there's no level 2.
I'll probably make some levels in a post-jam version, at least to test the mechanics further.
--------
Edit : GUI corrected, but only in the post-jam version (that's the only change between the two versions for now)
--------
Music : B眉romaschinen - "Run" (http://freemusicarchive.org/tag/bromaschinen)
Everything else is from me (Sound effects made with bfxr, art with photoshop)
| Web (Jam version) | http://www.teradem.net/LD/Deminescent/index.html |
| Web (post-jam) | http://www.teradem.net/LD/Deminescent_post-LD/index.html |
| Source (rar) | http://www.teradem.net/LD/Deminescent/SpaceMinefield.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=21759 |
Ratings
| Coolness | 57% | 3 |
| Overall(Jam) | 3.00 | 697 |
| Audio(Jam) | 2.77 | 511 |
| Fun(Jam) | 2.82 | 669 |
| Graphics(Jam) | 3.52 | 407 |
| Humor(Jam) | 1.95 | 897 |
| Innovation(Jam) | 3.21 | 432 |
| Mood(Jam) | 3.00 | 549 |
| Theme(Jam) | 2.97 | 770 |
Q and A seems to be switched. W doesn't seem to work at all.
Looks like a cool game, I'd love to play it and leave a rating once you've fixed this to make it playable.
I do think with the current controls and camera, there will be more than a few players that get dizzy/sick (look up simulation sickness if you haven't experience it :)).
Other than that I'm very curious to see this concept continued, and the game has a really nice aesthetic.
Minesweeper in 3D sounds like you might be on to something!
I think it's impossible to completely avoid simulation sickness when making this kind of game, some people suffer really badly from it and just can't play certain games, but there are design/camera techniques that can really help make it better for most players.
Good luck! :)
@natalye: yeah I tend to forget that some people even have motion sickness since none of my friends experienced that, either in racing games or space battle simulations. I'll look that up.
@Simon: the initial idea was to have enemies coming out of some cubes that you could destroy only with red cores' explosions :) (way too ambitious for a 48h LD...). Maybe with non-destroyable cubes and those explosions something interesting could have been done.