Rainy Day by WFMG
Ahh, the simple joys in life: Summer rain, a game of labyrinth, not dying in a horrible, gruesome explosion... Whatever else are you supposed to do on a rainy day?
This is a combination of the "Tabletop" and "Passive" genres made for the Ludum Dare 41 contest on the 21st-23rd of April 2018 with the help of the Unity engine.
A mouse is recommended over a trackpad or anything else.
https://www.youtube.com/watch?v=sUR6nMNjoCo/
Edit (2018-04-24 22:35 CET): You can press Escape to pause/unpause the game, which also brings up the cursor. At this point, you can press the red X in the right corner to close the game.
Minimum recommended resolution:
640x480px
Minimum specs [Low, 1080p]:
Intel Core i3-530/FX 4300
6GB RAM
GTS 450/HD 5670
~120 MB free space
(Some albedo textures were taken from the internet. All of these are CC0-licensed. I made the PBR maps for them myself. It is not enough to exclude me from the graphics category.)


| Windows | https://wfmg.itch.io/rainy-day |
| Original URL | https://ldjam.com/events/ludum-dare/41/tbd-3 |
Ratings
| Overall | 963th | 3.037⭐ | 29🧑⚖️ |
| Fun | 1009th | 2.778⭐ | 29🧑⚖️ |
| Innovation | 1010th | 2.815⭐ | 29🧑⚖️ |
| Theme | 1085th | 2.704⭐ | 29🧑⚖️ |
| Graphics | 542th | 3.537⭐ | 29🧑⚖️ |
| Audio | 515th | 3.093⭐ | 29🧑⚖️ |
| Humor | 683th | 2.712⭐ | 28🧑⚖️ |
| Mood | 456th | 3.426⭐ | 29🧑⚖️ |
| Given | 28🗳️ | 15🗨️ |
I also don't understand what the "passive" genre is. This just seems like a game of labyrinth to me.
The reason for the "Passive" genre is the ending. I don't want to spoil it, but trust me: It makes sense. :smiley:
@bitjester-media said that the controls are lagging but they are actually not. The ball just moves only when you move you mouse, much like in Super Hot. You should put this bit in the description as it is very confusing at first. This controls are a bit strange but you get used to it pretty quickly. This game is quite hard, but I enjoyed it. And the ending is quite peaceful. I don't know about "Passive" genre, it feels just like labyrinth game for me too. But overall this is a solid entry, nice work!
And there is one frustrating bug: when the ball is near the edge and you move your mouse really fast, it falls through the board and you lose.
The most I could do for the first issue is change physics materials, and the other issue is just an isue with Unity's dodgy colliders.
To be fair, you shouldn't move the mouse that fast to win, anyway.
Thanks for your feedback!
I'll add this to the description.
I hope you were able to play the game anyway!
Good job, and good luck!
The ball and rain sound effect are really good but the explosion could do with some particle effect and a better sfx. The 3D model are detailed and look good too. Some soft ambiance music could have been nice although I guess the rain sound effect is already pretty good.
I don't really like this kind of game irl so I suppose I'm not the best public.
Good job on finishing the game !
Also, the bomb and explosion sound could have benefitted from just being bigger, right now it's just a minor annoyance like someone throwing firecrackers at you and not the "horrible, gruesome explosion." On the other hand, it's good that it only takes a second because if I had to wait a 10-second long cutscene each time before starting over would have annoyed me tremendously. ;)
What's a shame though is that I can't freely look around, as personally, that's what I would have associated with a "passive" game, where it's just about taking in the scenery. You did a lot of modeling, texturing and shading that is not in the game; the table has a big drawer, there are hills and trees outside, etc. which is quite a shame, as I can see that on the screenshots.
If you want to watch me get a bit annoyed, I got you covered:
https://www.youtube.com/watch?v=IUjvukr54GQ
I will be making a post-mortem, and it will realistically be out in June, but that should explain the problems I had in better detail. I'll be sure to forward it to you when it's done.
The video on here actually works if you click on it. I think I marked it up incorrectly, but it still works. It's the release trailer, and it shows the ending.
If you want a brief synopsis of why the game is the way it is, well:
I improvised almost everything down to the last second. I was balling so many different ideas around that I thought I'd never make it on time.
Thanks for your attention, my man! I look forward to your documentary, as I've always enjoyed them, but I sort of wish you'd made a Unity game for this one.
I fell into the first few holes about five times but after that I got the hang of it and made it to the end. Like others have said, the physics are pretty janky. I feel like the camera view should be little higher too just so the ball doesn't get hidden but I guess you want to show off the rainy scenery.
And does that make me a pro?
Yes, the physics are very janky. I should've set the Rigidbodies' collision to Continuous Dynamic and used some other way of rotating the board, perhaps, rather than directly writing to transform.eulerAngles.
I understand the complaints concerning the perspective.
The **_intent_** was to provide the player with a sense of playing the game as if actually sitting by a desk and playing it. In the end, the camera was too low, but what's done is done.
I really like your game.