Through Oneself by Omiya Games
A lone woman finds herself stuck in-between two dimensions, and only you can help! Guide this person to salvation using environmental cues and your own smarts. Through Oneself is a unique puzzle-platformer where your character itself reveals a new hidden world. Use the visual cues in both the real and hidden to navigate through this treacherous world!
Controls:
* WASD to move
* Space to jump
* Left-Ctrl to crouch and crawl
* Move the mouse to look around
* Use mouse scroll-wheel to zoom in and out
* Esc to pause
Note: a 3-button mouse (mouses with scroll wheels) vastly improves the game, but is not necessary to play.
Confused? Here's a big hint! Your character can only interact with what's visible inside of her silhouette. So use that scroll wheel to zoom in and take a closer look at what the invisible world looks like!
Created in:
* Engine: Unity
* Graphics: a combination of Unity Standard Assets, Unity-chan (Candy Rock version) and Autodesk's free Character Generator.
* Music: GarageBand, something I made a few days ago
* Sound Effects: Unity Standard Assets and BFXR
* Font: Fira-Sans by Mozilla
The team:
* Taro Omiya (yup, only me!)
This game is funded through Patreon. Many thanks to the following:
* Adam R. Vierra
* Joshua Jennings
* XanderHD
* Tommy Pedersen
* Jacob Clark
Made in Tech Valley Game Space!
Edit Logs
#1: Attempted to upload a WebGL build. Doesn't play music on Chrome, and Firefox indicates security errors.
#2: Took down the WebGL build. Need to look into more further, but when I'm not sleep-deprived.
#3: Added hint for people who were confused with the game. I admit, I'm generally hands-off in explaining core concepts of the game.
#4: Re-organizing description a bit, adding WebGL build created by Unity Cloud, and more hosting websites.
#5: Actual changes made to the executables (but nothing gameplay related). Enabling the Quit button to exit from the game. These builds will be marked with a v1.0.1 version number.
Controls:
* WASD to move
* Space to jump
* Left-Ctrl to crouch and crawl
* Move the mouse to look around
* Use mouse scroll-wheel to zoom in and out
* Esc to pause
Note: a 3-button mouse (mouses with scroll wheels) vastly improves the game, but is not necessary to play.
Confused? Here's a big hint! Your character can only interact with what's visible inside of her silhouette. So use that scroll wheel to zoom in and take a closer look at what the invisible world looks like!
Created in:
* Engine: Unity
* Graphics: a combination of Unity Standard Assets, Unity-chan (Candy Rock version) and Autodesk's free Character Generator.
* Music: GarageBand, something I made a few days ago
* Sound Effects: Unity Standard Assets and BFXR
* Font: Fira-Sans by Mozilla
The team:
* Taro Omiya (yup, only me!)
This game is funded through Patreon. Many thanks to the following:
* Adam R. Vierra
* Joshua Jennings
* XanderHD
* Tommy Pedersen
* Jacob Clark
Made in Tech Valley Game Space!
Edit Logs
#1: Attempted to upload a WebGL build. Doesn't play music on Chrome, and Firefox indicates security errors.
#2: Took down the WebGL build. Need to look into more further, but when I'm not sleep-deprived.
#3: Added hint for people who were confused with the game. I admit, I'm generally hands-off in explaining core concepts of the game.
#4: Re-organizing description a bit, adding WebGL build created by Unity Cloud, and more hosting websites.
#5: Actual changes made to the executables (but nothing gameplay related). Enabling the Quit button to exit from the game. These builds will be marked with a v1.0.1 version number.
| GameJolt (Windows, OSX, Linux) | http://gamejolt.com/games/through-oneself/142011 |
| Itch.io (Windows, OSX, Linux) | https://omiyagames.itch.io/through-oneself |
| Newgrounds (WebGL) | http://www.newgrounds.com/portal/view/673587 |
| Kongregate (WebGL) | http://www.kongregate.com/games/OmiyaGames/Through-Oneself |
| Source | https://bitbucket.org/OmiyaGames/ludum-dare-35 |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=20557 |
Ratings
| Coolness | 81% | 2 |
| Overall(Jam) | 3.45 | 341 |
| Fun(Jam) | 3.19 | 490 |
| Humor(Jam) | 2.28 | 624 |
| Innovation(Jam) | 4.28 | 18 |
| Mood(Jam) | 3.08 | 565 |
| Theme(Jam) | 2.97 | 807 |
There were a couple areas where the two "worlds" were the exactly the same and it was hard to judge jumping distances since you couldn't see the character at all. I think some play testing to find those areas and adding more variation of textures could fix that.
What I felt was immersion-breaking, though, was that the crowds and the sterile test chamber-like (I'm thinking Portal) environment with all the huge blocks and buttons didn't quite mix, so at the end it seemed like it wasn't important that the protagonist was a human girl or that the crowds were crowds, I would just play the game mechanically.
Still, the puzzles were interesting and fun. Kind of felt like a mix between the block pushing in a Zelda game and the different kind of thinking that Portal requires.
Sometimes it was kinda hard to see where I was going, though, hehe.
I highly recommend continuing on this idea, and finding a few 3d artists along the way to expand on what you have. Could be really cool with a vaporwave color pallete. Thanks for doing the stream on twitch. Cheers!
It would be great to try this out with really disparate, detailed scenes on both sides of the divide. Would it still read, or do you think you need these simple planes and clear colors to disambiguate the view?
Curious about where to see this going in the future.
I wish my character had a slightly different animation when she was pushing crates, as there's no real indication otherwise.
I think the choice of music and having crowds of people walking around was a good way to set the tone of the game, giving a hint to the player that it's a completely safe puzzle/explore game.
I would suggest to add some helpers to help player locate himself, and the lighting is a little dark.
I didn't see the theme, but that's not a big deal.
You should have added a fullscreen for the emebed game though.