Convergence by Pheonise
Two worlds are converging; pulled between the two, what could possibly be happening?
YOU CAN ADJUST SENSITIVITY BY PRESSING P, THEN SLIDING THE SLIDER!
Updated the builds to fix a couple missed bugs and include source!
Controls:
Move: WASD or Left Thumbstick
Look: Mouse or Right Thumbstick
Interact: Left Mouse Button or X (XBox)
Jump: Space or A (XBox)
Pause: P
In the Pause menu, you can adjust the sensitivity if you need.
I'm pretty proud of this. This time I made everything needed - models, textures, code, audio, etc.; everything was done. Sure, it's not the best (or good, for that matter), but I did it! Next time, I'll work on the quality more!
Concept stayed roughly the same since the beginning, but the actual gameplay took a different turn about half-way through. The main concept was solving puzzles by jumping between worlds. If you ran into an obstacle in one world, you could switch over to the other, and it wouldn't be there.
The downside to this, was that puzzles weren't puzzles anymore; you could just switch at will.
So I changed it to activating a sort of pedestal, so that I could control where and when the dimensions should change.
Levels were still hard to create, though, and in the end, only a couple puzzles were made (the couple hours of sleep over the whole event didn't help as much as I'd hoped, either).
I did, however, make a pretty neat-looking boss/enemy accidentally! I'll definitely be using him in other projects in the future!
That's all I can think to say for now; hope you enjoy!
(Note: I'll upload the source code after I sleep)
YOU CAN ADJUST SENSITIVITY BY PRESSING P, THEN SLIDING THE SLIDER!
Updated the builds to fix a couple missed bugs and include source!
Controls:
Move: WASD or Left Thumbstick
Look: Mouse or Right Thumbstick
Interact: Left Mouse Button or X (XBox)
Jump: Space or A (XBox)
Pause: P
In the Pause menu, you can adjust the sensitivity if you need.
I'm pretty proud of this. This time I made everything needed - models, textures, code, audio, etc.; everything was done. Sure, it's not the best (or good, for that matter), but I did it! Next time, I'll work on the quality more!
Concept stayed roughly the same since the beginning, but the actual gameplay took a different turn about half-way through. The main concept was solving puzzles by jumping between worlds. If you ran into an obstacle in one world, you could switch over to the other, and it wouldn't be there.
The downside to this, was that puzzles weren't puzzles anymore; you could just switch at will.
So I changed it to activating a sort of pedestal, so that I could control where and when the dimensions should change.
Levels were still hard to create, though, and in the end, only a couple puzzles were made (the couple hours of sleep over the whole event didn't help as much as I'd hoped, either).
I did, however, make a pretty neat-looking boss/enemy accidentally! I'll definitely be using him in other projects in the future!
That's all I can think to say for now; hope you enjoy!
(Note: I'll upload the source code after I sleep)
Ratings
| Coolness | 59% | 3 |
| Overall | 3.73 | 124 |
| Audio | 3.69 | 79 |
| Fun | 3.21 | 413 |
| Graphics | 3.48 | 317 |
| Humor | 2.63 | 378 |
| Innovation | 3.18 | 538 |
| Mood | 3.55 | 144 |
| Theme | 3.42 | 430 |
Lacaranian: Thanks! Cube is a great movie, and has influenced a tonne of my design choices since I saw it all those years ago! :)
And only 48 hours making it!
Reminded me of a superb game called "Antechamber"
and luckily I'm a big fan of Antechamber so your game just
earned my first 5/5.
BTW: awesome voice acting and mood!
There is a graphics artifact that presents as an obnoxious step in the size of grid lines at certain distances away from the player. This could be solved by disabling mip-maps on the grid textures.
Good job, nice entry.
I had only 1 problem: the mouse was very slow
Thanks everyone for the comments and ratings so far!
It's really superb and gives the game a great feel!
The graphics are mostly minimalistic which is good, as it fits right in with the afore mentioned vibe.
Gameplay itself lacks a bit, as it is a bit linear and short, although the main mechanic could have been used for more complex levels with the appropriate amount of time. Think of focusing on that part more in next LDs.
Overall a very solid entry! Good job!
In the final room I didn't try jumping until it was too late :) Didn't have any idea I'd be pulled up to the staircase. My mistake, should've seen it was a black hole thing ... although black holes would normally keep pulling you in until the very end. Well, it's still a pretty cool boss.