cognizance by managore
spin left, spin right and jump
play with a keyboard or gamepad
m to toggle mute
p to toggle fullscreen
r to retry
there are five friends
the game does not save progress
-------------------------------
if you get an error, first try updating directx
https://www.microsoft.com/en-au/download/details.aspx?id=34429
if you get stuck or break the game, please let me know
if you beat the game, I would love to hear which parts
you liked the most, and which parts you liked the least
made by daniel linssen for ludum dare 36
-------------------------------
changelog
v1.0.0.1: fixed an out-of-bounds bug
v1.0.1.0: fixed a bug that sometimes reset progress
(I'm still working on this page)
play with a keyboard or gamepad
m to toggle mute
p to toggle fullscreen
r to retry
there are five friends
the game does not save progress
-------------------------------
if you get an error, first try updating directx
https://www.microsoft.com/en-au/download/details.aspx?id=34429
if you get stuck or break the game, please let me know
if you beat the game, I would love to hear which parts
you liked the most, and which parts you liked the least
made by daniel linssen for ludum dare 36
-------------------------------
changelog
v1.0.0.1: fixed an out-of-bounds bug
v1.0.1.0: fixed a bug that sometimes reset progress
(I'm still working on this page)
| Windows | https://www.dropbox.com/s/f7y5ylkrbs82ize/cognizance.exe?dl=0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=3479 |
@mokesmoe: thanks for spotting the bug, I'll add a ceiling in that room!
The final puzzle was frustrating purely because it was really easy to run into static and lose all your progress while you're trying to manipulate the platforms.
I cant think on anything bad on this game. Awesome mechanics, effects, art..etc.
Maybe some music would improve even more the experience.
But, for me the best.
Congrats!
By far the most polished game I've played so far (At time of writing, thats best of 17). Visually stunning with unique platforming mechanics! Every game you make is utter gold, I don't know how you do it!
If I could give you 5 stars, I would!
It feels like birdsong...
It's great game...
As expected...
Super original idea, and well executed as always!
I feel like I was rolling around without any clear idea about what I was doing. I understood I was supposed to collect the five cogs, but just some kind of feedback when completing a cog would be nice. A sound would be enough, something that makes collecting the cogs more rewarding.
Anyways, I really enjoyed the game, well done!
ps. I think I managed to get stuck under the elevator (the one you control) in the bottom right (?)
It was right by a puzzle with a tall block on a conveyor belt, 2 blocks you can move right and left and a block moving up and down.
___________________________________________
FATAL ERROR in Vertex Shader compilation
ShaderName: shader_crt
D3DXCompile failed - result
at gml_Object_o_Draw_64
The level design is well laid out, though I would have appreciated a map/markers of some kind to navigate. Then of course, there's something nice and simple about the way the UI works without them, focusing only on the collectibles. Maybe just an indicator of what direction the last few collectibles are in? I found 4.75 of my friends before getting stuck, was super sad to not be able to find my way and complete the game.
Very quiet game - like the sound effects, not sure if I dig the music Is there music? I thought I heard something? Maybe like a very VERY quiet atmospheric something? I'm not sure. This is how I feel about the audio.
On that note, the atmosphere of the game is very well done, despite my audio complaints. There's an emptiness that the drab palate compliments, as if the world is an endless dead machine, waiting for you, the tiny little gear, to bring to life! Would have been cool to see some more juice in the interactions with the world though? Not sure.
My main criticism would be the difficulty. The set pieces were very interesting, and the game is bursting with interesting ideas, but the puzzles tended to be pretty straightforward to figure out. The issue was how the platforming difficulty of each set piece would vary wildly - one puzzle would be super easy, another would take 10-20 tries! Tricky wall jumping paired with the conveyor-pushing mechanic led to quite a bit of frustration! A few puzzles also had aggravating restarts - either a spawn location placed too far away or a mechanical piece forcing me to wait before resuming play. Especially that puzzle near the top with the three conveyors which controlled each other - so annoying to have to wait for them to scroll back!
On that note, I'd also add that it is unclear to me which parts of the level reset when I die and which ones do not? I know that there's some design trickery going on around that, but as a player it was frustrating when I opened a door, died, and then found out the door closed again!
But I'm nitpicking! Probably because the game is so well polished, expansive, and fun, I've got to focus on the little stuff. You've really got a knack for creating interesting/different central mechanics with juicy presentation! Great job!
PS: WAITING FOR SOURCE PLZ VERY CURIOUS TO SEE HOW CERTAIN SET PIECES WORKED SO PLZ DELIVER SOURCE
I made it close to the end before I froze the game, but I did keep minimizing, toggling window mode & entering standby a few times so that's understandable. Got to 5 cogs & what I think was the final puzzle, with the 3 sliding horizontal platforms. You've really explored your mechanics to come up with something like that. The solution gave quite a eureka moment :D
Also loved the part with the 'floating' platform where you steer it through the static field.
It'd be great if you continue this because there's all sorts you could do - puzzles involving gear ratios, complex arrangements like planetary gears, harmonic gears with rotating platforms inside...
I've played it for something like 20 minutes wich is pretty a lot in my LD games test session. The graphics is wonderfully simple and the gameplay perfect, the audio is perfectly with the ambient you gave to the game. And the puzzles are great.
The best game I've played in the LD for the moment, great job guy :)
Very interesting and addictive mechanics, descent controls, simple but pleasing graphics, a very good full-scale puzzle-platformer game.
Great work overall!
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
It's amazing to make such a wonderful game in only 48 hours.
I rate it 10/10.
It's so completed and good enough to publish it in stores.
It took me one hour to beat it.
My favorite part is opening and ending. The great mechanics animation and the lovely scene with friends impressed me a lot.
And I like the levels on those active platform most. Everything changed when you have to consider 2 dimensional movement.
But the last part of the game is really difficult. I died at least twenty times. It requires much precision. Any mistake would lead me to "Retry". I suppose this part can be adjusted ?
Again, 10/10, no doubt!
As someone has said, I think a mini-map will be very useful. Maybe just with the rooms, no need to denote the ones visited, but to have an idea where you have to go and the possible path.
You have to get used to the jump mechanic when you are on a wall, due to the jump is mostly horizontal.
Also, the first time using the elevator was like: mmm what I have to do here? But it's part of the puzzle haha
And the graphics and the sounds are really cool, but I think I missed some background music
Really nice game and good job, no doubt I'll play a future version of it!
My only issue was the puzzles where you have to scroll platforms through solid obstacles, especially the one with the three ones stacked on top of each other. If you scroll them too far, you can't scroll them back even if you hug the wall and have to kill yourself to restart the puzzle.
The level design is precise and incredible. Every obstacle you face is clever. I really enjoyed it, with a little metroidvania feel. You've got a precious concept right there, it's working so well!
I wish there was some kind of minimap tho? Because I felt kinda lost but otherwise, that game is really really good!
Slick, satisfying controls.
Some clever gameplay.
Really impressive 48 hour creation!
Okay, so, I thought the game was pretty cool. I wasn't sold on the idea until the bit where you could fly around on platforms and move them left to right, that was super cool.
Like, I can't deal with games like this and metroidvanias though, they stress me out so much. When I have like 5 available corridors I'm like "what if I don't go to them in the right order and I progress too far through the game in the wrong direction?"
As it was, the design was good enough that you naturally end up getting all the friends as you go along anyway, but like.. I dunno, I just can't personally cope with that level of stress of opening 4 available paths at once. That's a problem with me anyway.
One thing was, I thought a couple of areas were poorly checkpointed. One area I died in and had to redo a very large puzzle. Another I managed to do first try (near the end) but I was thoroughly stressed throughout - I was well aware that if I made any small mistake I would be put back a very long way.
All in all though, great.
Puzzles were well designed, core mechanics fit the theme very well. Few comments:
- Last puzzle was frustratingly hard
- Was stuck for awhile at one jump where I had to jump vertically past a horizontal block which would crush you. It's the one where the gearteeth are missing in the middle section. I had to redo the jump many times.
- Not a fan of puzzle games which open up into a huge open area where there are multiple paths to explore, but that's just my preference. It suggests that I have to backtrack alot to explore the other paths if I miss something.
Great see you again, managore! Honestrly, im your fan in something. So let doing more quality games ;)
The game is awesome. With your style and feel fully completed. The idea and polish of it is great
But feels what you ded implement all of you want. Probably you have a lot of levels and mechanics you didnt implement? :)
Anyway, the game is best on this LD! :)
The only major flaw is the fact that you can move some platforms far enough near the end that you cannot bring them back.
Brilliant work.
Only complaint I have is it feels that there could be a few more checkpoints in between certain parts. I feel like I've proven I can overcome certain obstacles, and die to something unrelated after I've completed an area -- and I have to do it again. Minor complaint, though
Theme: I liked how the gear represented the ancient tech.
Audio: Very subtle sounds, but they worked perfectly.
Graphics: sweet and simple.
overall: 4/5 stars.
The style is minimalistic in it's true sense and reminded me why it should be this way: while having a little variety in graphics (but still looking good), have a lot of variety in gameplay.
I understand, that with all the attention you usually get, just another comment is of no significance, but still, game is just great, thank you.
Completed the game in one playthrough (though I'm not a fan of puzzle-platformers). The best part for me is probably the moment, when you need to navigate through a big room, filled static, on a platform, which flies up no matter in which direction you spin.
The least enjoyable part is the final puzzle (with three big scrolling platforms), because I understood what to do pretty quickly, but it was easy to die or just screw up whole thing by careless move, so you have to do all over again.
I'm also curious about the source code, so please release it soon!
I was playing on a new computer, so this could easily be my problem, but it's the first time I've noticed screen tearing and sub-pixel blurring in one of your games. It could be a feature of the library or engine you are using, but the 1-bit graphical style would look a lot better with some pixel snapping, and the fast moving and jumping sections would benefit from some vsynch.
This is a great entry, and I really liked how the wall jumping was sticky enough to be accessible to players that aren't the best at twitch platformer games. Thanks for giving us another world to explore, and really nice job on this one.
I like the feeling of an open world. The minimalistic art make the mood. Congrats for your entry!
Well, this is probably one of the best games from this LD, even if there isn't really any music.
What I really don't like is the blur effects at the sides. It felt like my glasses broke (again). I had this effect in real life for the past few weeks :P
As for the puzzles, the final puzzle took me some time to got it.
and the one at the bottom left, where you need to drop down a place with static and a lift,
and that part where i died and i had to go back a long way.
But overall, I find this one better than the one in the last LD, at least I've completed this one.
Fun: It's a fun combo of platforming and puzzle solving. It's at the right difficulty - there are a few points which I found just at the edge of my ability (after many attempts). Decently long too. The game is fair: it always gives the player a chance to see what each thing does before making them do anything with it. Thanks for doing this so carefully. Also thanks for not stopping the game at the end - I was glad for the chance to go back and get the one piece I'd missed.
Theme: *Checks when the cogwheel was invented* Tick!
Graphics: Simple but effective. I realise that the simplicity is a little misleading as a lot of care goes into subtle details making it look good. I like the scan line effect. The double vision at the edges of the screen looks cool but if the game were much longer I might have complained about eye strain.
Audio: Simple but effective.
Humor: N/A? (I enjoyed the cheerful scene at the end though!)
Mood: The audio, graphics and gameplay go well together!
Overall: Really excellent! Fun and well presented.
I'm not the best at this, and recommend X2 speed if you do try and watch that.