Matters of Perspective by nesis
Hit E to swap between the worlds of 2D sidescroller and FPS to work your way through a mind-bending maze. (And click to hit buttons, but that's made a little obvious in-game :p)
In-game notes have overtones of the connections felt in relationships, treating each person as their own world, with their own perspectives and views that enable positive connections with each other.
Troubleshooting:
Some issues are known with Unity3D's webplayer, and might affect all entries using the webplayer. If it locks up your browser, wait a little and it should unlock. If it doesn't start playing right after loading, try resizing the browser window.
In-game notes have overtones of the connections felt in relationships, treating each person as their own world, with their own perspectives and views that enable positive connections with each other.
Troubleshooting:
Some issues are known with Unity3D's webplayer, and might affect all entries using the webplayer. If it locks up your browser, wait a little and it should unlock. If it doesn't start playing right after loading, try resizing the browser window.
Ratings
| Coolness | 56% | 3 |
| Overall | 4.05 | 29 |
| Audio | 1.67 | 950 |
| Fun | 3.78 | 83 |
| Graphics | 3.20 | 478 |
| Humor | 2.57 | 400 |
| Innovation | 4.46 | 6 |
| Mood | 3.33 | 272 |
| Theme | 4.12 | 34 |
@hinerz: I like arrows for this. Arrows are go! :)
@AkirAssasin: Thanks!
@vividhelix: Good point there. I'm hoping to make it more challenging, needing to hit E at different heights rather than being spoonfed just one height you can hit E at. Where one character can't cross some gap, the other should be able to assist.
@BlueSama: Thanks for the compliment, too!
@auto_suggestion: Uncannily, I removed something that I thought was too punishing for an intro level - burning rectangular prisms that kill you on touch. My plan is to intro them early on after the basic mechanics are explained in a safety net environment.
The 2nd level took me about 10 to 15 minutes. I must be tired...
I did like it enough to keep playing, so that's a good thing. The design is very sleek, I liked the writing on the walls and the first moment I hit 'E' I was definitely suprised! Well Done!
Any chance I could get a hint on the second easter egg? :3
@wolfmother: Thanks, I'm glad you enjoyed it!
@BloodJohn: Thanks as well - I wasn't sure if the messages would be interesting or not, so it's good to hear they were a part you liked :)
@sez: Thanks for playing it. I'm glad the second level was a bit challenging, I was hoping to make one level at least a little mind-bending! :)
@Jupiter_Hadley: Thanks for including my game Jupi! I have no idea how you play so many games. Keep up the good work!
@Norgesnerd: Thanks for playing! The second easter egg needs you to climb the staircase fully, then go into sidescroller mode to drop down to the easter egg's platform, then return to first person to pick it up :)
Also, do you mind if I use the game sources to make a fourth (and maybe fifth) stage?
I loved the switch in perspective idea, really well thought out level design, and a great tutorial to get you in to the game quickly.
Well done!
It would've really benefitted from some sounds but other than that, I'm impressed.
I'm glad you all liked my game, thanks for playing it!
@Agecaf:
You're sure right, thinking in 2D / 3D is a challenge. I tried working out levels on paper, but it doesn't always make sense for this kind of level design. So in the end I resorted to placing blocks in Unity and manually testing levels to make sure they work as intended (with some leeway for daring shortcuts).
@AkirAssasin:
:) Hey this is your second comment - does that mean you came back to play again? And nice find! There's actually quite a few shortcuts in this game. Level 3 in particular. The level 2 one I'm thinking of patching since it really cuts out the bulk of the level. But I do like the way you can solve it more than one way...
@tmpxyz:
Thanks! Happy to fulfil that expectation :p
@Norgesnerd:
For placing the cubes, I placed one then kept hittin Ctrl+D to duplicate it. For walls and floors, I'd place a line of cubes, select them all, then duplicate it that way... it still took several hours to make one level, though!
I'm thinking of developing this game further to sell, but feel free to tinker with my source - and let me know if you make anything, I'd love to see!
@liquidminduk:
I'm frankly surprised how quickly the game (and levels with 1000+ cubes!) loads. I was expecting to need to crunch down the size of all my textures to get the game's size down... but for some reason, that wasn't so. Lucky me! Seems the default Unity assets are very web-friendly.
@Donar:
Thanks for playing! I agree sounds would've been nice... as is usually the Ludum Dare story, I ran out of time :(
@HoopsnakeGames:
I agree about the mouse sensitivity being too low. It's kind of a case of "works on my computer" - I keep forgetting my mouse sensitivity is insanely high compared to most. Later versions will have a way to tweak that, for sure.
@BoaHeck_ArtGent:
Sure thing - for now, my Twitter account @llnesisll will be the only place I'm likely to post updates.
@radmars:
I'm glad you liked my game! I agree about both the need for music and higher (or customisable) mouse sensitivity - the sensitivity I can fix, my lack of skill making music, not really :p Weird ambient stuff would be cool though! It'd be nice to give change it a bit between sidescroll and FPS perspectives, too.
@Rocketship:
I agree about mouse sensitivity needing to be higher, later versions should have a way to tweak that (pause -> sensitivity slider). Thanks for playing!
@JM-DG:
Thanks for checking out my game! :D I'll be giving yours a go soon, too! (And anyone else's who's commented here, cuz hey... why not? You all played mine, after all.)
Idea of connected world is really awesome! Mind bending sometimes =)
One problem, however, is that the mouse sensitivity was far too low. It was fine once I turned my mouse up to 1500 DPI, but most people don't have adjustable DPI mice.
Mouselook speed is very, very low, and the perspective switching could be faster (make have it slow the first time to showcase the transition, then speed up all subsequent switches?).
Also, maybe I'm just slow, but I got stuck on the second level =/
I managed to get through the first barrier that closes when you hit the switch, but it felt like a glitch and I wasn't supposed to go straight through it (which I did). On the upside, I found an easter egg!
The tutorial messages on the walls were a nice touch. They're a lot like the ones in my first LD game actually (for LD 27), although I think mine weren't as well done.
Also, audio! Don't forget it!
The art has a very aseptic aesthetic but ... that's really really excellent mood. It also hints that you focused on game mechanics and level design, which is why the game is so fun to actually play too!
You could imagine a full game based on the mechanic but with more machines, cogs, rolling balls etc. Could definitely feel very portal-ish :)
I recorded my playthrough of the game, and it will go up on my channel on September 8th, http://www.youtube.com/user/Ythmevge
Only a few criticisms here:
1. The transition between perspectives takes a smidgen too long.
2. Mouse sensitivity is *extremely* low.
3. The player character light is too intense. Since most perspective changes occur right next to a surface, the emittance is unsettling.
Completion: three levels and three easter eggs!
Nitpicks:
- The game window does not release the mouse in the 3D perspective when the user has switched to a different window in Linux. I have not tested this on Windows.
- The Linux archive does not retain the executable bit for the game binary. Having seen this for multiple Unity games, I suspect the blame is fully on Unity. It is a minor inconvenience.