Superdimensional by PixelMind
Welcome to Superdimensional!
Unity web player version highly recommended.
Controls:
- This is almost buttonless game. Use your mouse to interact.
- You may need to click the button on the left right corner if you get stuck.
The game was optimized for wide resolutions. If you play the Windows or Linux build then it is recommended to use wide monitor resolution. Some parts of the game may be difficult with tall resolutions.
Sorry about the spelling in the tutorial. My brain didn't function properly after 16 hours of non-stop coding :)
I've switched host to itch.io. The old link is still alive but it might die if there is too much traffic to it. Please link to itch.io instead of the old one.
Unity web player version highly recommended.
Controls:
- This is almost buttonless game. Use your mouse to interact.
- You may need to click the button on the left right corner if you get stuck.
The game was optimized for wide resolutions. If you play the Windows or Linux build then it is recommended to use wide monitor resolution. Some parts of the game may be difficult with tall resolutions.
Sorry about the spelling in the tutorial. My brain didn't function properly after 16 hours of non-stop coding :)
I've switched host to itch.io. The old link is still alive but it might die if there is too much traffic to it. Please link to itch.io instead of the old one.
Ratings
| Coolness | 100% | 1 |
| Overall | 4.55 | 1 |
| Audio | 3.79 | 48 |
| Fun | 4.07 | 18 |
| Graphics | 4.58 | 7 |
| Humor | 3.07 | 184 |
| Innovation | 4.67 | 2 |
| Mood | 4.43 | 5 |
| Theme | 4.63 | 2 |
Yeah I agree with you Stuffie.
I noticed via playtesting today that many testers tried to keep the mouse on top of those teleports which I didn't anticipate. It makes the game much more difficult to play.
I should have made an effort to teach players to use the portals more like tight light beams. That way you can see the world outside and you don't have to make effort to keep mouse on top of each portal.
Live and learn I guess :)
I may make a more fleshed out post LD version later and try to fix that. Many ideas didn't make it to the final version.
Had some trouble positioning the mouse to project the correct world at times, but that was part of the fresh experience :)
Would love to see more of this game.
The code is a mess. You've been warned! :)
But if really want to take a look at the source then I'd imagine you'd probably be mostly interested in Lightmesh.cs, World.cs, Target.cs and Light.shader files.
Those are responsible of the world rendering and physics handling. The Unity scene's camera setup is also important.
That shader is slightly edited from Unity public wiki over here: http://wiki.unity3d.com/index.php/DepthMask
You, sir, should win.
I wonder how did you managed to get all done in 48hrs... I think it must all be skill, preparation, planning and time management :D
Anssi@MooseflyGames
Absolutely outstanding entry.
However I got stuck under a ledge in both worlds!
Restart!
Loved it though, really inspirational work
However I got stuck under a ledge in both worlds!
Restart!
Loved it though, really inspirational work, got to the end!
One of the best theme-based games that I've played so far!
Mouse controls were a bit frustrating though but still a very pleasant experience. Great work!
It's been really great to have this many commenters. Got some great feedback too which is even more awesome!
@AlexandreSzybiak: You're right! They were quite a pain to design. It did help a little that I laid the "worlds" on top of each other in Unity. It was quite a nightmare at times to work with though. Far from ideal for any larger project :)