Perception by ghostinthesoft
This is my first LD, I am not really satisfied of my compo but that was a nice experience ! All comments are welcome.
Made with Haxe, Inkscape and Swfmill.
17/05/2013 POST LD Edit:
I recently made a POST LD enhanced version, I think it's much better, comments are welcome:
http://www.ghostinthesoft.com/ld/postld26/
Made with Haxe, Inkscape and Swfmill.
17/05/2013 POST LD Edit:
I recently made a POST LD enhanced version, I think it's much better, comments are welcome:
http://www.ghostinthesoft.com/ld/postld26/
| Web | http://www.ghostinthesoft.com/ld/ld26/ |
| Source | https://github.com/ghostinthesoft/ld26 |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20530 |
Ratings
| Coolness | 50% | 3 |
| Overall | 2.88 | 873 |
| Fun | 2.44 | 1025 |
| Graphics | 3.13 | 477 |
| Humor | 2.55 | 356 |
| Innovation | 3.63 | 185 |
| Mood | 2.64 | 799 |
| Theme | 3.19 | 885 |
@zillix you're right, the perception should be lost faster when we are at the last stage...
In fact there is so many things to do before it could a nice game :/ If there was not the sick effect when we are looking around, I could persuade myself to finish the developement to have something nicer.
Cool mechanics, but I don't understand why with high concentration I abstract stuff.
During development I was wondering if abstract view should be low or high perception. It's more logical to be the low perception in fact but my original idea was that the abstract complicate the finding of disturbers... but that's not the case. Perhaps I should invert this, no ?
It also sports one of the most "by the book" approaches to the theme, and I mean that as a compliment. I understand minimalism is about distilling a concept to its purest form, and that's what the game is doing, precisely: stripping "reality" from the distractions of shape and form, taking perception down to a deepest understanding.
As for the discussion about high or low perception, I think it would be both a high perception and a high concentration level what would allow you to abstract reality to the max.
In fact, you could plan two different, antagonistic, game mechanics, and have the player balance them out to keep the two attributes high. Something like push/pull, press/release, move/stand...
Then you could go all-out Plato on the setting, or have a guy transcend the limitations of the mortal flesh to find the keys to his Ferrari :)
Potential aside, there's not much game in there yet. But if you keep on working on it, I'd for one be very interested in trying whatever you come up with.
Congratulations! :)
I will write in my journal something about what I am planning to do and this will include a better ending and music/sfx too.