Stuck in Parallel by Omiya Games

Spelunker Johny discovers one of the greatest world mysteries: colored lanterns that reveals a new world! With the cave's main entrance closed off, however, he must rely on these lanterns to hop between different parallel universes and reach towards the exit. But what dangers lie behind these unexplored territories?
Dev Log
- v0.1 - initial release. Walls do not exist.
- v0.2 - game-breaking bug fix: walls now exist.
Ratings
| Overall | 211th | 3.808⭐ | 28🧑⚖️ |
| Fun | 298th | 3.615⭐ | 28🧑⚖️ |
| Innovation | 10th | 4.269⭐ | 28🧑⚖️ |
| Theme | 761th | 3.192⭐ | 28🧑⚖️ |
| Audio | 313th | 3.457⭐ | 25🧑⚖️ |
| Humor | 635th | 2.795⭐ | 24🧑⚖️ |
| Mood | 698th | 3.125⭐ | 26🧑⚖️ |
| Given | 18🗳️ | 17🗨️ |

It looked nice. Dunno if the hands and legs in the walking animation (also seen above) were supposed to give depth to the character but it made it just look like unintentional flickering to me.
Really enjoyed the puzzles and gameplay until the fourth level. This is where the bugs were everywhere and I just started to get pissed off and didn't want to bother fighting the bugs. Here are some fine examples...
**Lanterns moving on their own and getting you stuck**

**Visibility glitches**

**Suddenly just getting stuck somewhere where you're supposed to be able to walk.**

**Not able to move past the lowered yellow barrier just because I happened to touch the green lantern.**

Anyways, really good job! The game shows real promise...
**edit:** Yeah, one more thing. It's never a too good idea to do a mouse only menu when your game is keyboard only.
Also, we're pretty sure we programmed the menus to be accessible via keyboard. Is that a bug?
Looks like the menus kinda work with keyboard too. It seems like you're using the Unity's event manager for that. At least on mac I had to first focus one of the menu items with mouse (by clicking on one of them and then releasing outside the button) to activate the keyboard controls.
Something like this though in this screenshot I am actually stuck haha:

Pushing blocks beyond me or leaving them while they were rolling or behind could also get me stuck as well and this happened often. Maybe if there was just a faster way to reset other than clicking through a menu (P brings up the menu, but there's no way to esc from it and you still have to use mouse to click things).
nice job!
Thanks for the feedback. Yeah, this game is a technical mess in many ways.
Couldnt get past the second level as i could go through any walls that surrounded me in spawn.
The graphics are really nice though
For controls, I'll polish that on the next LDJAM; it's a fair point and something I haven't properly researched. I admit I made the controls that way because I usually like games that lets the player instantly turn in any direction, but that does mean I sacrifice initial acceleration segment.
I'm having a bit of a hard time parsing the second point. What part of the second level was too difficult? If it's about the wall of spikes, one can bypass that by placing the lanterns away from it, making it invisible.
-Slippery-ness of controls. If the game makes use of Unity, try using a Character Controller object to directly control the velocities, and a high axis acceleration to change a linear (-1,1) axis input to a more useable discrete [-1,0,1] one.
-Kicking the lanterns around felt really bad, especially after I perfectly lined them up. Unless there was a puzzle that needs this mechanics, I would get rid of it entirely, or maybe replace it with a dedicated throw button instead. Basically, moving the lanterns should never be accidental
-I, for one, like the 3D *visual* effect of the lantern's cubes, but I didn't really like awkward skewing of the angles on the gameplay. A semi-transparent sphere with some solid lines, I feel, would be a better choice.
-Remove the health mechanic and just make the player jump back from spikes. Heck, even remove the spikes and just put some unmovable walls in. Being forced to start all over again for something that wasn't my fault (see: slippery controls) didn't feel good.
Otherwise, I thought this was a pretty good game. Music and art were clean and fitting, and the main mechanic was very interesting. Also, this is kind of weird to notice, but yours is one of the few games I've seen that properly scales down the UI so that everything remains on-screen regardless of screen size.
Good luck on the competition! Hope you get enough votes!
However, the art has a cute style, the sound really matches together and the concept is amazing! Some improvements and it will be great, an amazing base for you to extend and create more levels! Congratulations :)
The visuals were nice and clear, music ok - not too distracting.
I felt that the spikes and health dmg was sometimes not as fitting, since the character control was a bit clunky. But it never stopped me from completing a puzzle. :)
For me mostly in the subtleties pertaining to collision when moving around in the game, it was quite easy to put yourself in a situation where it looked like you should be able to move as a lantern rolled a bit and then suddenly you were stuck between a bit of wall which visually didn't look like it was there, but was still blocking you! @antti-haavikko 's post i think echoes well the technical issues and in what situations they occurred.
The controls in the game were also surprisingly slidey, you could easily retain the acceleration you want without making it super slippery, just by toning it down a lot (which made moving around feel rather difficult to predict).
Personally I think the 3D aspect of the lanterns was interesting, but I think you could have gained a lot by making sure when they rotate and move around, they snap to certain angles, ie if you start rotating it forwards, you'll have it move until the next 45-degree increment on that given axis it is currently rotating it (i mean, its just an idea).
So I absolutely don't agree you should scrap the 3D aspect, but making it feel more intentional (and easier to control) would be interesting and make it far less frustrating!
I hope to see what you do with this post-jam (if you do plan on doing more with it!)
Nice work :)