No Excavation Needed by PetterBergmar
A game about finding things in the sand, or archaeology, or 3D platforming. Short but sweet. Play as the enthusiastic Dr Turquoise in a quest for the highest button... If you have one, play with gamepad!
Edit: Added Mac and Linux versions (untested)
Edit 2: My best time is 68.52 seconds! (To get close you need to cheat on the last button, while it folds)
Edit: Added Mac and Linux versions (untested)
Edit 2: My best time is 68.52 seconds! (To get close you need to cheat on the last button, while it folds)
Would be nice if I could control the camera. :)
I can't believe this was made in just 2 days! Great work, and good luck!
At first, I missed the button and ventured off until the map ended XD
I found it much difficult to do the jumping (maybe because I'm not using gamepad), I always fall too early or too late hahaha.
Love the intro fading out at the beginning.
Camera controls would be nice, and sometimes when I stand too close to a wall some of my movement seems restricted.
Really polished and with some fine tune. Had a great moment controlling the character.
Really great, the effects of things going out of ground are cool :) Only (big) problem, the jump don't always work and it's really annoying.
Great job :)
anyway, the control very responsive yet feels slippery and floaty, the puzzle quite decent, but because of the slipper control, i somehow often fails the jumping puzzle and fell of...and climb up again
I like the meachanic of the buttons for the progression, especially that you climb higher and higher and so the stakes get higher, too. The animations of the emerging buildings were also well done.
Overall, a great game and a fun experience.
Like others have said, I Found the controls a bit "floaty" - on the ground it felt fine, but jumping precisely was really hard - even on a gamepad, it felt like the sweet spot between falling short or overshooting was really narrow.
I think the strongest thing here is the level design: you did a great job adding complexity, and gradually introducing the gameplay mechanics one at a time. That's not an easy thing to do right in 48 hours, so kudos!
In games where the character is jumping around a complex 3D space, there should be a shadow directly under the player, regardless of where the light source is so that they know where their character is depth wise and where they will land. The lack of this shadow combined with the complete lack of friction while in the air made it incredibly hard to make any sort of precise jump.
The player also seemed to stick to walls if they jumped too close to one, being unable to move at all while in the air.
Also, while keyboard wasn't your preferred control choice, you should still give more options than space bar for jump. My keyboard for example, can't process left, up, and spacebar commands simultaneously for whatever reason.