Prototypes and Dust by AdroitConceptions

[raw]
made by AdroitConceptions for LD 41 (COMPO)

Explore your way through this 2d puzzle platformer, but switch to a FPS view to shoot enemies and switches!

Play instructions are in level 1.

Can YOU find all 5 Collectibles?

PrototypesAndDust.gif

Ratings

Overall 241th 3.557⭐ 37🧑‍⚖️
Fun 263th 3.414⭐ 37🧑‍⚖️
Innovation 81th 3.886⭐ 37🧑‍⚖️
Theme 71th 4.171⭐ 37🧑‍⚖️
Graphics 645th 2.357⭐ 37🧑‍⚖️
Audio 354th 2.786⭐ 37🧑‍⚖️
Given 37🗳️ 31🗨️

Feedback

Handle
23. Apr 2018 · 02:15 UTC
This is a really interesting concept. You really did a great job mixing the genres you chose here! Visually, though you're using primitives the color choices make it very clear what functionality I should expect from each object. Well done there. From a playability standpoint, it would have been nice to have a greater render distance in the first person mode.
🎤 AdroitConceptions
23. Apr 2018 · 02:43 UTC
@Handle the First Person Camera render distance was meant to make vision similar in distance to what you get from the side scrolling camera. But I get your point on better vision.. I would have to try both out and see what matches the intentions of the game better.
Shoj92
23. Apr 2018 · 12:47 UTC
I couldn't open the MacOS version!
🎤 AdroitConceptions
23. Apr 2018 · 12:48 UTC
@Shoj92 what type of error did you get?
Shoj92
23. Apr 2018 · 12:51 UTC
@Jason Kennedy I got stuck in an endless Zip file loop, first it was a Zip, then a Tarball, then a Zip and so on.
🎤 AdroitConceptions
23. Apr 2018 · 12:54 UTC
@Shoj92 ok.. I uploaded an alternate compression format for the MacOS version.
Shoj92
23. Apr 2018 · 13:00 UTC
@Jason Kennedy That sorted it! Will play and add a score ^^
Aarre Entertainment
23. Apr 2018 · 13:11 UTC
Great prototyping work here. The graphics were very placeholder, but this is a great example how you can conceive great ideas from the challenge. Very fun to play.
🎤 AdroitConceptions
23. Apr 2018 · 13:17 UTC
@Aarre Entertainment thank you!
mintarcade
23. Apr 2018 · 14:18 UTC
Nice prototyping and dusting :D You really combined uncombinable. Good entry.
🎤 AdroitConceptions
23. Apr 2018 · 14:23 UTC
@mintarcade Thanks!
gonutz
23. Apr 2018 · 21:16 UTC
Unfortunately I cannot run your game on my Windows XP, Unity dropped support for it; and not on Linux, there it says "cannot execute binary file: Exec format error". Seems you have built a 64 bit executable, can you make it 32 bit so that it runs on both 32 and 64 bit Linux?
🎤 AdroitConceptions
23. Apr 2018 · 21:28 UTC
@gonutz your still running 32 bit Linux? how old is your machine?

32 bit does not solve the problem of running on both (64 bit doesn't have the 32 bit libraries by default).

but I did do a 32 bit build for you.
gonutz
23. Apr 2018 · 21:33 UTC
I am using virtual machines for running the jam games so I have a 32 bit Windows and a 32 bit Linux Mint for that.

I found that my game, when built for 32 bit Linux, works both on a fresh Mint install of 32 or 64 bit, I did not think about the fact that some libraries are not available to both :-)
gonutz
23. Apr 2018 · 21:36 UTC
Well, the game shows me the launcher but when I hit start, it just closes the application, no message in my terminal, only some logging info from before the launcher, then I click OK and it says nothing more, just shuts down the program.
🎤 AdroitConceptions
23. Apr 2018 · 21:48 UTC
yah... I figured out which 32-bit libraries Unity uses a while back and just pulled them.

I just tested the 32-bit version and it ran ok on my machine. so I am not sure what problem you were having. Oddly the 32-bit version just went full screen on my computer (not graphics resolution pop-up).

Maybe something to do with your VM is causing problems... have you managed to get any other Unity games working in it?
notpresident35
23. Apr 2018 · 21:49 UTC
Interesting concept. Definitely a prototype though. I would recommend opting out of graphics... Good job though, and good luck!
morphine
23. Apr 2018 · 21:53 UTC
This was a clever little surprise and I'd be lying if I said you didn't stump me with the first "shoot here" puzzle for a few seconds. I'm like WTF and then I went back into aim mode and suddenly everything clicked and I was like - nice job!
wsKilljoy
23. Apr 2018 · 23:52 UTC
Very cool idea!
Extrone
24. Apr 2018 · 01:43 UTC
I really enjoyed your game, It was highly challenging yet possible. Each level was the right amount difficulty in my opinion ( don't know what's going on with the last level ), had some fun figuring out the way forward.
Overall it was a great game and I had fun playing it.
🎤 AdroitConceptions
24. Apr 2018 · 02:16 UTC
@Extrone the last level was a challenge for the player to think about more then just the goal.. there is a collectable on level 5, you just have to look for it :smile:
Extrone
24. Apr 2018 · 03:16 UTC
@Jason-Kennedy Didn't realize that. I am gonna find it :mag:.
EmptyButton
24. Apr 2018 · 04:10 UTC
Really cool game. The platforming didn't feel very good but other than that it was well done.
Matt Pattabhi
24. Apr 2018 · 10:27 UTC
Cool game dude!! Unique
🎤 AdroitConceptions
24. Apr 2018 · 13:06 UTC
@EmptyButton is there anything specific about the platforming that you could put your finger on for why it didn't feel good?
Ananace
24. Apr 2018 · 16:51 UTC
The platforming part sadly felt a bit unsatisfying, my suggestions for possible improvements would be to either increase gravity slightly to lessen the floaty feeling of jumping, or allow you to control the height of the jump by holding down the spacebar. Other things to think about might be to add some more ground friction to reduce sliding on stops, and it wouldn't hurt to add a tiny grace period when exiting a platform either. (Most 2D platformers give you a few frames after leaving the edge of a platform where you're still able to jump, which gives a solid feel to the controls)

The pause when going into first-person mode is really nice, even if I think it would work better as a strong slow-motion instead, but then again I'm a huge fan of slow-motion in games so I'm a bit partial on that particular area.

I really like the extra puzzle aspect you get from having multiple slices of the world to move in though, and the fact that you can remove enemies between the sections is quite amusing.
🎤 AdroitConceptions
24. Apr 2018 · 17:29 UTC
@Ananace thank you for the quality feedback.
David Boeger
24. Apr 2018 · 22:13 UTC
Another hit from Adroit Conceptions! Excellent game. Doesn't feel as "complete" as your island delivery service game for Jim Jam, but it's also more unique and fits the theme really well. Some of the puzzles were fairly challenging. I love having to switch views. It's a really solid and fun game, and I think it could really benefit from more polish. I don't mind the use of primitives for graphics, especially in an abstract puzzle game, but the fact that this is also a platformer makes the environments feel a little lifeless compared to playing something like a Super Mario game.
🎤 AdroitConceptions
25. Apr 2018 · 00:12 UTC
@david-boeger. thank you! yah.. I ran into issues coming up with idea, then getting the basic code/play-ability down... took like 24 hours and my goal for a playable game for jams is like 4 hours.
EmptyButton
25. Apr 2018 · 01:57 UTC
@Jason-Kennedy I think if you increase the gravity to like 10x what it is now I think it would feel a lot more responsive. Its really only a problem when you have to jump up on the levels with stair steps. Still, great game though.
🎤 AdroitConceptions
25. Apr 2018 · 11:08 UTC
@emptybutton thank you for the feedback.

If I just adjusted the gravity, I don't think the character could make any of the jumps. Increasing the jump velocity and gravity effects could keep the jump the same height, but make it take less time to go up and back down - would then need to check the ability to jump gaps.

Between what you said and others, it sounds like I should do a constant up velocity for up to x duration while the jump button is down, which would give control over the jump height and then increase gravity, at least when the character is moving downward (I remember seeing a GDC on the Mario jump and how not real physics it actually is... and now that is what seems to be expected out of a platformer).
Zombie Virals
25. Apr 2018 · 22:00 UTC
That was absolutely amazing, not only did I have a blast playing your game, but I also played it during my first Youtube test stream ever!! I remembered you talking about it at the beginning of the jam, and I was definitely anxious to play it once I had the chance. Amazing job dude!! :)
morrilet
26. Apr 2018 · 23:39 UTC
I don't usually split my comments up into positive and negative, but heck, I'll give it a shot.

Positives:
* SUPER cool idea.
* Fez-esque.
* Time freezing when shooting was clever. (Thought this was a negative at first. Works well, though!)

Negatives:
* Presentation is rough around the edges.
* Platforming felt float-y.

That's a net positive! Hah, really though, this was a cool entry. I think the concept was spot on. Great work!
🎤 AdroitConceptions
27. Apr 2018 · 00:56 UTC
@morrilet thank you for the feedback.
Tim Ruswick
27. Apr 2018 · 23:34 UTC
Cool use of mechanics! And great on the theme.
Brent
28. Apr 2018 · 02:21 UTC
This was a great game. Super cool to have a little puzzles with the game while trying to figure out how to get the key. Thanks for letting me play.
Ayushman
28. Apr 2018 · 05:49 UTC
Nice mix of fps and platformer a 2d and a 3d game
patrickgh3
28. Apr 2018 · 21:36 UTC
Very cool mechanic, and good puzzles for it too! I had trouble figuring out that you could move the platforms without standing on them - the yellow highlight was confusing. I especially like level 5, where you think the level is simple, but then the core mechanics show you hidden stuff! Fun game.
gonutz
30. Apr 2018 · 11:26 UTC
A nice idea but the implementation is pretty buggy.

Some of the green platforms just disappear. Especially strange when I retried the first level and the platform where it says 'stand here' was gone. At first I thought they may be supposed to disappear but at that point I was sure this was a bug. Then later I found out that these are supposed to move you in the non-visible third dimension. This was very confusing and could have been made clearer by maybe using a 3D animation.

There are some clipping issues in the 3D view. Looking in different directions with the camera, you can see some things in the distance appear/disappear. Your far z seems to be too small.

When I am in 3D the world stops. Enemies stop moving which makes it easier to shoot them but in my opinion it would have been more fun if they kept moving, like in a real FPS :-)

The jumping seems to lag a bit and feels clunky, gravity should be higher to make jumping more snappy and not like floating in space.

The music is nice and the sound effects are good.

The graphics are minimal and as I said, things could have been clearer by using more sophisticated graphics. Still I enjoyed your game, it was fun with nice little puzzles.

I especially liked that in the last level you seem to just have to go to the exit but if you do, you miss the item. However, you CAN actually just do that and never know about it. Why did you not make the user collect all items before the exit door opens? This would make the game a little more challenging.

Overall this is a solid entry but with a lot more potential. I know that 48 hours us not much and I run out of time as well so don't let my criticism get you down, you created a cool game and I am just trying to point out things that I think could make it even better. Keep up the great work and I am excited to see what you will have to offer for the next LD :-)
dollarone
10. May 2018 · 09:03 UTC
Cool idea! I like the switching between perspectives. Perhaps it would be more challenging if the game was realtime even in the FPS view. The challenges were interesting, not too hard but took a bit of testing to understand. The sound is fine and the primitives work for a "prototype" game. Good work!
SHINBAXTER
15. May 2018 · 19:56 UTC
quite tricky to figure out wat to do at sum points. great idea tho. nice entry