[Work in Progress] by Core43
Please note that this game requires XNA Game Studio 4.0 Refresh (http://bit.ly/1ubmn4I) and .NET4.0 (http://bit.ly/1gGliNl)
No, the title isn't a work in progress.
Remember, there are no bugs; only features. ;D
Every puzzle is self contained, so you don't have to worry about bringing objects from previous rooms.
There currently is some some slight mouse lag at the moment, but we'll be fixing that ASAP.
Please note that there may be a temporary lag spike at the beginning.
You're welcome to download the source from the GitHub link provided, but if you use any of it, it would be nice to credit the programmer (Alex Van Liew) or the artist (Jonathan Fischer) for it. Thanks!
No, the title isn't a work in progress.
Remember, there are no bugs; only features. ;D
Every puzzle is self contained, so you don't have to worry about bringing objects from previous rooms.
There currently is some some slight mouse lag at the moment, but we'll be fixing that ASAP.
Please note that there may be a temporary lag spike at the beginning.
You're welcome to download the source from the GitHub link provided, but if you use any of it, it would be nice to credit the programmer (Alex Van Liew) or the artist (Jonathan Fischer) for it. Thanks!
Ratings
| Coolness | 72% | 3 |
| Overall(Jam) | 3.47 | 197 |
| Audio(Jam) | 3.19 | 309 |
| Fun(Jam) | 3.19 | 260 |
| Graphics(Jam) | 3.45 | 347 |
| Humor(Jam) | 3.10 | 186 |
| Innovation(Jam) | 4.22 | 8 |
| Mood(Jam) | 3.45 | 203 |
| Theme(Jam) | 3.44 | 232 |
-AlucardX60
Lolshouse Dev Team: Haha, thanks; I wish I'd had more time to work on texture graphics, but lo, what you see is what you get.
I didn't understand what I was supposed to do at first but then I went back and read the instructions. That's a pretty original mechanic, and nicely implemented!
Could have used lighting to make the depth of the space stand out a little more.
Lolshouse Dev Team: That's the most unique compliment I've heard! Thank you!
tomhunt: You probably don't have the XNA Framework 4.0 installed. Try downloading the installer and then running it.
mtinkerhess: The opening cutscene is courtesy of my roommate, he did a great job! I would have loved to add better lighting but I've never been able to get a multiple-source light system going and I just didn't have time. The mechanic is one I thought up a while ago and never got around to implementing; I can't believe no one else has thought of it but I'm glad people like it!
KirbiKaka: Yeah, dragging things around in most any 3D game is gonna be a little weird. It used to be worse; if you picked up an object while standing on it you could get launched hilariously into the air. Thank you!
Lissar: Thank you! Not only are wireframes "beneath the surface" of 3D models, but the entire game is supposed to be a humorous look at game development in general, and the absurdities many games go through before their final completion. So it's also a "beneath the surface" look at the development process itself! The idea is that the game you're playing is itself unfinished, and I think we managed to convey that idea pretty well.
I enjoyed it overall, regardless of the lag, but I bet I would have enjoyed the wall way more with accurate input...
Nevertheless, five stars for innovation...
Either way, thank you for playing! Just to warn you, the source is a Visual Studio 2012 solution file, and VS2012 doesn't natively support XNA Game Studio, so the source is probably going to be tricky to open/compile, although of course reading it is not a problem.
Awesome !
ComicSans: I don't know how you would manage to do that! A reset function would have been nice, but I didn't have time to code one in.
jsspiegel: I was sorta going for something between Portal and Antichamber. Thanks!
The opening animation was really fun and well made.
The gameplay, I needed some time time to grasp it, but after that I found it cool.
The mouse movement felt a little weird (but in these kind of games you will always hear complains unless you offer a lot of mouse movement customization options).
The difficulty of the puzzles sometimes feel unbalaned, and the music and sfx's were fitting.
Interesting entry, keep it up.
shasharala: Thanks!
vladimirdlc: Yeah, the puzzles weren't super great; as cool a mechanic as it is, it's difficult to come up with consistent puzzles. And the mouse was a little wonky, yeah.
v3games: I'll almost guarantee that's cause you don't have XNA installed, there's a link in the description for it.
Unfortunately, this game has a few problems that bring down the experience. For instance, like any physics-based game, it's hard to maneuver items while carrying them, which is a big problem in this game given the importance of dropping items in certain spots or stacking them on top of each other. Having items cast a shadow directly above where they will fall would have been a useful feature to make perception a bit easier.
Also, the limited size of the texture inventory gets in the way, as I often found myself having to revisit a previous room to deposit my textures somewhere just so i could swap textures with items in the next room. If you made each room's puzzles completely independent on items & textures of the previous room, this could have been addressed by clearing the inventory every time you enter a new room.
And then there's The Wall. For those who haven't played this game yet, there's a room about 10 minutes into the game that has a giant wall that has to be scaled by placing items & climbing on them to progress. This is WAY too hard of a challenge to put so early into the game! It takes an incredible amount of patience to get past this section, and it happens pretty early on so as to be a barrier to the rest of the game for those who give up on it. And when I finally cleared it, I somehow lost one of the items in the next room, rendering all my hard work useless. :(
Despite my complaints, I do think this is a very good game. I only went hard on it in this review because I feel it deserves to be analyzed in detail. :) Great job!