One Matter by toboggan

A puzzle game for PC, OSX & Linux
Theme "The more you have, the worse it is", which I applied to dimensions/realities.
Tools used: Unity, FL Studio, NI Massive, Sublime Text
Font "Barlow" by Jeremy Tribby
3rd Person Controller by Vinicius Marques
Post-Jam To-Do list: https://github.com/mytoboggan/one-matter/issues
| Windows | https://toboggan.itch.io/one-matter |
| macOS | https://toboggan.itch.io/one-matter |
| Linux | https://toboggan.itch.io/one-matter |
| Original URL | https://ldjam.com/events/ludum-dare/40/one-matter |
Ratings
| Overall | 85th | 3.84⭐ | 49🧑⚖️ |
| Fun | 170th | 3.62⭐ | 48🧑⚖️ |
| Innovation | 50th | 3.902⭐ | 48🧑⚖️ |
| Theme | 471th | 3.12⭐ | 48🧑⚖️ |
| Graphics | 115th | 3.906⭐ | 50🧑⚖️ |
| Audio | 193th | 3.326⭐ | 45🧑⚖️ |
| Humor | 503th | 2.026⭐ | 40🧑⚖️ |
| Mood | 73th | 3.711⭐ | 47🧑⚖️ |
| Given | 56🗳️ | 44🗨️ |
On a positive note, the game looked amazing, especially for a compo game. The overall aesthetic looked very nice, and the game worked very smooth outside of controls. The player model was especially impressive. The difficulty stair-stepped nicely, and introduced concepts at a steady pace. I appreciated the text that showed up at the beginning of each level, and the "time-travelling" UI worked very well too. The level design was great, outside of platforming challenges, which sadly took a bit too long, and were especially difficult due to the controls.
In conclusion, fantastic job on your game! I hope to see a post-compo version that fixes the few problems I had, and otherwise had a great experience.
As others have said, the controls are definitely floaty, but I once I got the hang of moving diagonally (a controller might have helped) and realizing that you should always jump from a run, I managed fine.
The only immediate nitpick I have is that I wish I knew "r" reset the whole game and not just the level I was on, haha.
https://www.assetstore.unity3d.com/en/?mkt_tok=3RkMMJWWfF9wsRojvavLZKXonjHpfsX66uolW6axhIkz2EFye%2BLIHETpodcMScdrPK%2BTFAwTG5toziV8R7TFLs15ycYQWhTk#!/content/28647
also, the game's a bit unfair as its hard to judge distance with an orthographic camera. i might redesign some levels with that in mind.
the controls are pretty floaty/bad, but they'll probably stay that way. i'll add controller support though.
Love the aesthetic style, stunning :slight_smile:
The controla work a bit better with a controller, but there is no controller mapping for stopping time!
@shinyogre yeah the movement is aligned with the camera. I prefer that generally, but especially here so that holding two adjacent directions (i.e. up and right) will reliably make you walk diagonally in line with the level geometry.
Only sidenote, I don't exactly see how the more you have the worse it is. Maybe it's obvious but it went over my head xD
Ps : the fact that the character stick to wall can be correct in Unity with a Physics material with friction to 0, I think (I may be wrong, but if it help you, I'm glad)
Overall, one solid entry! Thanks for your game :)
Also, IMO you're not completely in the theme. I understood your attempt, the more dimensions, the harder. But in your game, I didn't feel the increase of difficulty as a worsening state. Actually, it's the opposite!
However, I really enjoyed it, especially the effort on the level design, and the two types of levels : platform-oriented and labyrinth.
Special mention for the sound design, well elaborated (maybe after 20 levels, I would turn it off though...)
Thank you!