TOROID by Yetman
In the land of Torus, everybody was content with their 2D existence till Invaders from the 3rd Dimension appeared. While you can fight fair and square in your 2D space, you need the Threedmium Ore to travel to neighboring planes and fight the invading evil. Beware of spending too much time in the 3d space or you will run out of threedmium and be lost forever.
The game is very very unfinished. Even the winning condition doesn't work as expected and the enemies follow you but can't hurt you. The 3D plane camera is hard to control and the 2D controller needs a lot of tuning.
My interpretation of the theme is "Running out the 3rd dimension of your space".
Since I have no sound or music, the game size is only 17 MB.
Manual: - Arrows/WASD for 2D/3D Movement. - Left Mouse-Click for Shooting in 2D, Speeding in 3D. - "R" for leaving the 2D plane to 3D space. - Esc to Exit. - You should kill all the enemies to win.
Tools used: - Unity 2018.2.2 (+ Probuilder & Cinemachine) - Aseprite - SpaceScape - Keijiro's Sky shaders (https://github.com/keijiro/UnitySkyboxShaders) - Jean-Moreno's Edge Detection (https://github.com/jean-moreno/EdgeDetect-PostProcessingUnity) - Classic Console Font
Problems: - Enemies can't harm the player. - Controls are clunky. - The transition between 2D and 3D is not smooth and leaves you disoriented. - The transition to 2D on tori is not accurate. - Winning condition has a bug (you may never win or win without a reason). - The game needs some optimization.
Missing Features: - 2D Wrapping since a motion on torus should be endless. - All the polish (Sounds, Music, Visual Effects). - Enemies that can travel to the 3D world. - Meaningful goals and levels that explores the mechanics.

Ratings
| Overall | 865th | 3.134⭐ | 58🧑⚖️ |
| Fun | 1017th | 2.769⭐ | 56🧑⚖️ |
| Innovation | 175th | 3.685⭐ | 56🧑⚖️ |
| Theme | 1030th | 2.849⭐ | 55🧑⚖️ |
| Graphics | 394th | 3.722⭐ | 56🧑⚖️ |
| Given | 57🗳️ | 46🗨️ |
I wish too the game was working !
The 3D part is really beautiful and it inspire me to do game about planes haha !
The 2D physics for turning are too slippering according to me and the control of the camera in 3D in upside down (going up goes down, i think i prefer going up goes up).
Anyway congratulations for the idea, tell me when you have a new version of the game :)
It seems like the camera tries to guide your view forward for yaw rotations, but not pitch. And it does this even when I am actively trying to control the camera. Perhaps if you gave it a simple cooldown after any mouse movement, so it wouldn't try to do that within, say, 2 seconds of the player moving the mouse? And, of course, add something similar for the plane's pitch rotations. Also, since the plane can go completely upside-down, it might be better to use the plane's own up instead of the world up vector for your look rotations, if you aren't already.
Beyond that it sounds like you already have a solid idea of what would make it better.
If you do a rework of your game, I'll be more than happy to play it :D
Keep up the good work man ! :)
Otherwise not bad for 2 days :D
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42
Very interesting premise, swapping between the 2D and 3D World, I think there's some avenues for gameplay there that would be fascinating to see. The graphics were solid, and use use of the world as a texture projected on the Sphere and Torus were very neat: I'd love to see more done with that mechanic. 2D Controller was solid if a little slippery. 3D Controller was solid all around, I'd recommend maybe swapping out the Orbit Camera for a Follow Camera, but it works for showing off the visuals.
Constructive Criticism: Audio feedback would be handy, Screenshake and Screen Effects are things you could look at putting in to help guide the player (And juice it up!). The game has a solid premise, and interesting things done with the space.
Thanks everyone for the feedback. I really appreciate it.
@brickkid512 You are right. I tried Explosions (Sound+Particles+Camera Shake) in another game and it really juices up the game a lot. I really should have added it here too.
@antoined73 I should have done what every respectable game does: Add an options menu to check/uncheck Inverted-Y.
@rob-cigna To be honest, I don't understand how the 3D camera works since I blindly used Cinemachine's Free look camera (Once again I was messing with powers I don't fully understand only to reach a mediocre result). I think there is a cooldown value so I will try it. Otherwise, I will probably implement my own camera instead.
@diaxcor I don't blame you. If I wasn't the developer of the game, I wouldn't have understood what the game was about.
@ramanujo I totally agree with your advice. However, being the shallow person I am, I usually can't work on other aspects before I feel at least a little satisfied about the look.
@ryanjavanshir I love the idea of switching between 8-bit and orchestral music. I will totally work on it once I start working on the music.
@purrfexionator I am sorry it didn't work well on your computer. I was expecting it to be heavy since I render 4 large render textures every frame to sample them on the 3D shapes and this part escpecially needs optimization (for example, skip rendering for textures of objects I can't see + render on smaller mips when I become far away from a 3d object).
@happyhour To be honest I didn't have well-thought plans for the 2D-3D mechanics. I was planning to use it to give the player some tactical advantage (skip walls or enemies in 2D by going from 2D to 3D then to 2D again, pick landing location in 2D based on where the enemies are to get some advantage over them). However my implementation was too shallow and the rest of the mechanics and scene design was not ready to explore the potential of this idea.
@mahalis yeah, it is ironic to add parallax scrolling when the world is actually meant to be flat. I still couldn't resist it.
@balka I was thinking of adding enemies that can go 3D too but I was not good enough to create another type of enemy and 3D AI during the jam.
@jiri-holzel Nice video, this is my first time watching Carl Sagan but this video has some inspiring ideas that I hope to add one day. About the ore, I just realized that they look like spikes after reading your feedback; I should really change how it looks.
@erikiene Thanks for the feedback. Keijiro is really one of the best Unity staff. I learned a lot about shaders from his repos on github.
@itsroyal The pointers is a really good idea. I also hope that the game will be less disorienting when each location gets a unique design that differentiates it from the others.
@alfie275 I actually use render textures but since the enemies tend to get clustered together (which is a problem in my AI), it becomes hard to notice them from the 3D world.
@repusv You can actually go faster in 3D by holding left mouse click (which is a weird control choice. I'm sorry). However, the speeding factor was not great so it feels subtle given the large size of the 3D spheres and tori.
@occultone You are right, a follow camera would be nicer than the current one. I initially wanted the player to be able to watch the 2D world while flying in 3D in order to plan his landing back to 2D but the camera ended up being to hard to control.
Also thanks @bibilega, @raivk, @mercerbox, @amour-du-pain, @epigramgames, @cristihkj, @rayne, @eatthepath, @shimage2, @baronb, @carlos-giraldo, @ventura, @anlaxix, @renier, @bobismijnnaam