VisiOne by ThatGuy
My original influence for the idea was a game I'd played long ago on Kongregate - Z-Rox - a puzzle game that limits your view to a single 1D plane. I thought a platformer would be interesting with this same type of view, giving rise to cameras that only see in one dimension.
Thank you all for your responses to my game so far. It's always exciting to get feedback. You've motivated me to keep working, and address all the issues you're bringing up. I'll also add more levels, upgrades, power-ups, music, and just generally cleaning it up.
I'll post the newer version to Kongregate after the competition is over. I hope some of you will give it another try then, maybe with more helpful suggestions =D
Known issues/misunderstandings:
1. Static-y blocks sometimes kill you =O
- Level one cameras only show that a block is there, represented as the static-y block, not what it is. The block could be anything, even deadly spikes. I'm changing them to semi-translucent, as per Robinerd's suggestion, to make it clearer. (Thanks for the suggestion!)
2. The cameras don't act as many expect.
- Each of the cameras can only see in a straight line, mono-directional. The right one shines forward, top left shines behind and up from your character diagonally, for example. There are three levels of camera. The Bronze background only can see if a block is in that direction. The Silver can see what type of block it is (spikes for instance.) The Gold can see what type of block is in that direction and then where the next block is behind it.
3. The physics and platforms get a little wonky.
- While running short on time I dropped my own control system and modified Unity's which works well, for the most part, but definitely has some issues. I'll put in my own control system when I re-release the game to address these issues.
Thanks again for all the comments!
-- Changes
- 12/17/13 (Several players were finding the original style confusing and nearly unplayable)
- Changed unknown block texture to include a question mark.
- Range finder camera can no longer see through spike blocks.
- Moved one block on the last level to make the spikes more apparent.
- Added Kongregate API integration for fastest times. Good luck trying to get close to my time =P
Thank you all for your responses to my game so far. It's always exciting to get feedback. You've motivated me to keep working, and address all the issues you're bringing up. I'll also add more levels, upgrades, power-ups, music, and just generally cleaning it up.
I'll post the newer version to Kongregate after the competition is over. I hope some of you will give it another try then, maybe with more helpful suggestions =D
Known issues/misunderstandings:
1. Static-y blocks sometimes kill you =O
- Level one cameras only show that a block is there, represented as the static-y block, not what it is. The block could be anything, even deadly spikes. I'm changing them to semi-translucent, as per Robinerd's suggestion, to make it clearer. (Thanks for the suggestion!)
2. The cameras don't act as many expect.
- Each of the cameras can only see in a straight line, mono-directional. The right one shines forward, top left shines behind and up from your character diagonally, for example. There are three levels of camera. The Bronze background only can see if a block is in that direction. The Silver can see what type of block it is (spikes for instance.) The Gold can see what type of block is in that direction and then where the next block is behind it.
3. The physics and platforms get a little wonky.
- While running short on time I dropped my own control system and modified Unity's which works well, for the most part, but definitely has some issues. I'll put in my own control system when I re-release the game to address these issues.
Thanks again for all the comments!
-- Changes
- 12/17/13 (Several players were finding the original style confusing and nearly unplayable)
- Changed unknown block texture to include a question mark.
- Range finder camera can no longer see through spike blocks.
- Moved one block on the last level to make the spikes more apparent.
- Added Kongregate API integration for fastest times. Good luck trying to get close to my time =P
| Web (Unity) - Kongregate | http://www.kongregate.com/games/ColonelKorn/visione |
| Web (Unity) - For those who hate Kongregate | https://dl.dropboxusercontent.com/u/118201178/LD28/WebBuild8.html |
| Source | https://www.dropbox.com/s/owhwk0ckv8ok4gs/Source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17563 |
Ratings
| Coolness | 100% | 1 |
| Overall | 2.83 | 633 |
| Audio | 1.94 | 692 |
| Fun | 2.58 | 693 |
| Graphics | 2.02 | 907 |
| Humor | 1.75 | 716 |
| Innovation | 3.72 | 78 |
| Mood | 2.27 | 815 |
| Theme | 2.42 | 756 |
I didn't get to play much because the 'cameras' were acting weird and a spike looked the same as a block :/
But I loved how it was 3D yet in two dimensions! Very nice!
I had some problems playing it though, there is no telling what blocks are harmful and what are goals as they all look the same.
The static looking bean was meant to show that you can only look out, that you don't actually know what you look like. Unfortunately, multiple system crashes during the last couple hours had me cut the story and music.