The Oubliette Within by Dietrich Epp
Version 2.0 is the post-jam version. I encourage people to try it out to see where the game was headed, since version 2.0 has sound effects, music, much better level artwork, and some gameplay improvements.
The v1.0 downloads are for the Jam version.
On Linux, run "make" from the "src" directory, and then run "./Oubliette -d ../data". You'll need development packages for SDL2, SDL2_image, and GLEW.
The v1.0 downloads are for the Jam version.
On Linux, run "make" from the "src" directory, and then run "./Oubliette -d ../data". You'll need development packages for SDL2, SDL2_image, and GLEW.
| Windows, macOS | https://www.moria.us/ludumdare/ld29/ |
| Source | https://github.com/depp/oubliette |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=7606 |
Ratings
| Coolness | 94% | 2 |
| Overall(Jam) | 3.15 | 403 |
| Audio(Jam) | 1.57 | 661 |
| Fun(Jam) | 2.98 | 383 |
| Graphics(Jam) | 3.22 | 437 |
| Humor(Jam) | 2.12 | 552 |
| Innovation(Jam) | 2.74 | 485 |
| Mood(Jam) | 3.20 | 300 |
| Theme(Jam) | 3.49 | 206 |
I'm on windows.
The graphics are great, I really like the pixelated effect.
I really appreciate that you tackled some pretty personal, meaningful issues. Talk about beneath the surface.
I would have liked to see some more animations, like maybe a walking animation on the main character. Some sound would be nice too.
Made it pretty impossible.
Anyway, digged the art!
Overall... it's a very interesting game, with a nice concept, but still "half-made". Can you finish this? It would be great if you did that. :D
I love the mechanics of this game. The way the platforming is interspersed with the inner dialogue is awesome! Plus, I'm a huge fan of the way you always "return home" after collecting each of the pieces. Though it took me a while to figure out how to finish the game after completing the 3 parts, because I didn't think to exit through the same door I just entered :b
I think one thing I would have liked to see, personally, is a bit more depth on the dialogue part. The way it's implemented is really cool, but the actual lines themselves are a bit choppy and shallow. It's also hard to relate the game to the story. The shapes (circle, star, diamond) don't appear to signify anything, and when you're presented with multiple doors, you have no idea what kind of choice you're making when you choose one over the other.
By the way, the graphics are pretty sweet. I really enjoyed just shooting nothing (possibly because when you shoot a lot, the explosions on the walls look like popcorn :b) Also, the platforming itself is smooth and the level are well designed. Great game! :D
@KirbiKaka: Yeah, I agree that it seems esoteric how the pieces match up to the levels. I wanted to add sigils to label each of the doors, but that got cut due to time constraints.
I'll admit that I didn't quite get how the levels mapped to the collectibles, nor how the dialog mapped to needing to shoot all the characters in each level, might be more interesting with different types of gameplay based off of the tormentor. But I did get pretty engrossed with finding the treasures, I'm a sucker for that kind of mechanic :)
I also got a bit confused with the looping-back mechanic (but I am usually kinda bad at these games), maybe an extra hint or 2 would suffice?
Great job, one of my favourite entries so far.
Anyway, I loved your game! Graphics were good (even in the jam version), controls were very smooth, and the levels were well-designed. Great job!