SHAPE.SHIFT() by Xanjos
(The standalone version is recommended if you plan on rating this game as these have extra graphical effects that are not available in the web version :))
Update (19/4/16): Reduced the time it takes for the game over UI to appear so you can now restart the game faster.
Update (27/4/16): Added a link to a slightly easier post-jam version (WebGL only for the moment) with increased distances between obstacles so you have a bit more time to react accordingly. For rating purposes (and bragging rights) however, the original version is still embed on this page (as well as available on my GameJolt and itch.io pages).
Update (1/5/16): Post-Jam versions are now available to download in my itch.io page.
You are a block of data wandering aimlessly throughout cyberspace. You must pass through each checkpoint correctly or risk deletion (Apologies for my rather lame attempt at making some backstory for my game :P).
If you're playing the standalone version I recommend playing on a resolution of at least 1280x720 or higher.
Mac and Linux versions are available on my itch.io and GameJolt pages.
Notes: Yes the game is very difficult but it is actually possible to get a good score. You just need some good reactions. But in case you still suck at this here's a small guide I wrote http://ludumdare.com/compo/2016/04/24/tips-and-tricks-on-how-to-get-a-good-score-in-my-game/ (TLDR - git gud :V)
Known Bugs:
Sometimes your score doesn't increment when you pass through an obstacle (This is pretty rare but it's to do with Unity's triggers)
Instructions:
W/S or Up/Down to move
Left Click/Space to switch shapes
Tools Used:
Language: C#
IDE: Visual Studio
Library/Framework: Unity
Skybox Texture: Inkscape
Obstacles: Blender
Sounds: bfxr
Additional Credits:
Font: Liquid Crystal by Chase Babb
Music: Going Deep by Section 31-Tech
Don't forget to leave a comment so I can play and rate your entries as well :)
Update (19/4/16): Reduced the time it takes for the game over UI to appear so you can now restart the game faster.
Update (27/4/16): Added a link to a slightly easier post-jam version (WebGL only for the moment) with increased distances between obstacles so you have a bit more time to react accordingly. For rating purposes (and bragging rights) however, the original version is still embed on this page (as well as available on my GameJolt and itch.io pages).
Update (1/5/16): Post-Jam versions are now available to download in my itch.io page.
You are a block of data wandering aimlessly throughout cyberspace. You must pass through each checkpoint correctly or risk deletion (Apologies for my rather lame attempt at making some backstory for my game :P).
If you're playing the standalone version I recommend playing on a resolution of at least 1280x720 or higher.
Mac and Linux versions are available on my itch.io and GameJolt pages.
Notes: Yes the game is very difficult but it is actually possible to get a good score. You just need some good reactions. But in case you still suck at this here's a small guide I wrote http://ludumdare.com/compo/2016/04/24/tips-and-tricks-on-how-to-get-a-good-score-in-my-game/ (TLDR - git gud :V)
Known Bugs:
Sometimes your score doesn't increment when you pass through an obstacle (This is pretty rare but it's to do with Unity's triggers)
Instructions:
W/S or Up/Down to move
Left Click/Space to switch shapes
Tools Used:
Language: C#
IDE: Visual Studio
Library/Framework: Unity
Skybox Texture: Inkscape
Obstacles: Blender
Sounds: bfxr
Additional Credits:
Font: Liquid Crystal by Chase Babb
Music: Going Deep by Section 31-Tech
Don't forget to leave a comment so I can play and rate your entries as well :)
| HTML5/WebGL (Unity) -Post Jam (Play the embed version for the original!!) | https://jasontuyengames.gitlab.io/assets/demos/LD35WebGLPostJam/ |
| Windows (Original) | http://bit.ly/1Shijtg |
| itch.io (WebGL/Windows/OSX/Linux) - Original and PostJam | https://xanjos.itch.io/shapeshift |
| GameJolt (WebGL/Windows/OSX/Linux) | http://gamejolt.com/games/shape-shift/142128 |
| PostMortem | https://xanjos.wordpress.com/2016/04/25/shape-shift-post-mortem/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=21201 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.00 | 751 |
| Fun(Jam) | 2.82 | 777 |
| Graphics(Jam) | 3.13 | 654 |
| Innovation(Jam) | 2.46 | 967 |
| Mood(Jam) | 2.98 | 638 |
| Theme(Jam) | 3.48 | 427 |
@APantaloni: I had no idea the skybox/background texture looks compressed to you? Was this on the web or standalone version?
The game is really hard. To me, this felt like a result of the Camera being at a angle which made it a little hard to see whether the cube was lined up or not (a little feedback would be helpful to tell the player when the cube is lined up with the hole), and also, there was very little time in between each panel. If there was an extra second or so between each panel, it would make the game a little easier.
By the way, that grid is a little bit distracting & could've been better.
The soundtrack complements the look quite well, although it gets a little repetitive with time.
In principle, the game seems very similar to flappy bird: A game about not crashing into walls, which is very challenging to boot. I think that it works quite well and is very intuitive.
Your game is rightfully labeled very difficult. I don't think that's a bad thing at all, because an easy game of this principle would be extremely boring. Now that every wall is a real challenge, it feels quite exciting. However, I would have made the game start out slightly easier, maybe with bigger holes and larger distances and then getting harder until it reaches the current level of difficulty at around 100 points. This would ease the player into the game but still make it very challenging in the end.
The graphics were pretty good for this kind of game. If you made them more detailed, they might be distracting and interfere with the simple principle of using the correct shape in the correct location.
You should definitely check out our game...
coz... you'll see...
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=24501
Its extremely hard to get through the middle and the circle/box was often(for me) to slow to come from the top to the bottom :P
Make 3 instances up/middle/bottom, instead of sliding :P
Thanks for posting your Entry in my Post :P
The other issue I had was with accuracy. I think the game needs a bit more to indicate whether I'm slightly off-line and about to die (maybe some sort of line projecting out the front of my shape?)
The music is really good!
Game is really nice though, good job :D
However I think the game is a bit unforgiving with getting the pieces through the holes. It feels like you need to be really precise with your position to get through. Combine that with the slow movement and it gets really difficult to get a good score.
I did manage to get far, but it took longer than it should.
Once I realized the top and bottom holes were always all the way up/down, I got pretty far! The game is super hard, but I managed to get 160 points, my crowning achievement.
Overall, great fun!
Had fun playing it on stream!
It was just too difficult for me XD
Cool neoney graphics too.
A recommendation to improve the game would be to take away the free movement of the player so that they can only go to the correct locations on top mid and bottom, and to increase the speed so that it keeps being challenging but making it more fun.
My best score was 70! GG!
I like the idea how you have implemented the theme.
Keep up the good work!
I also thought of holes and shapes, but then my game evolved into a different direction. It's quite difficult to aim correctly
Too bad, because had the game been more balanced, I guess I could enjoy a few plays (even if the idea isn't particularly exceptional). Better luck next time, maybe? ^^'
Great job! ^_^
But solid good controls, nice neon graphics and awesome music. I especially like the transparency. Great entry!
Sadly I have a tough time with gauging distances in 3D so I didn't get very far.
Very congruous with the theme. I felt the music was really fitting as well, something about the rise and fall of that theramin sound went well with moving up and down to fit through the wall.
Unfortunately I couldn't get that far because of how difficult it was to fit through the middle! I think if your plan is to create a reaction game, something that requires quick reflexes, it would be better to just have three possible positions, up, middle and down, that I can switch between. Trying to position myself correctly for the middle meant I lost prematurely every time! Or, if you wanted to keep that level of movement, maybe have the shape cast a shadow against the wall, so I can line up as the wall comes towards me?
Regardless, a really good effort, and a nice, fully formed game!
There was a problem in the flow..generally for games that requires multiple repeats\trials there should be a minimal barrier\clicks between one play and the other, so things like waiting for a time T before screen transition and having to press on one button out of two (Restart and MainMenu) should be avoided.
(so reduce time of transition and allow player to restart if he pressed anywhere on screen or if he pressed SPACE for example)
I am not sure if the distance between one wall and the other where always well chosen , sometimes it appeared to be impossible (like in cases as these Top-Bottom-Top)
The game could be made easier and more forgiving (but perhaps less visually pleasing ) if the player moves in a discrete way.
so rather than moving slightly up or down as long as the button is pressed ,move the player by a distance D where the holes in wall lies in one of those discrete places .
I hope that was helpful :)