The Idea Explorer by Sebastian-M
Have you ever wondered how ideas start?
Like everything else, they start from nothing... with nothing. Is the mission of each and every one of us to explore our ideas, discover their secrets and bring them to life.
Explore different maps and solve different puzzles, see how your ideas take shape right in front of your eyes.


Some notes
It is a rather simple game, I focus a lot on the mood and visual effects (Most of the time was spend on Unity's Shader Graph, but it was worth it). But I hope you enjoy it nonetheless. Thank you for taking some time to play it, rate it and leaving a comment.
* Only Web Version for now. Win and Mac build had issues with the later levels. I'm trying to fix it. Hope the Web version is not too laggy *
| Youtube | https://github.com/martin-ez/LudumDare45 |
| Youtube | https://s-martinez.itch.io/the-idea-explorer-webgl |
| Original URL | https://ldjam.com/events/ludum-dare/45/the-idea-explorer |
Ratings
| Overall | 81th | 4.08⭐ | 27🧑⚖️ |
| Fun | 392th | 3.48⭐ | 27🧑⚖️ |
| Innovation | 87th | 3.98⭐ | 27🧑⚖️ |
| Theme | 62th | 4.18⭐ | 27🧑⚖️ |
| Graphics | 235th | 4.06⭐ | 27🧑⚖️ |
| Audio | 28th | 4.18⭐ | 27🧑⚖️ |
| Mood | 43th | 4.22⭐ | 27🧑⚖️ |
| Given | 26🗳️ | 25🗨️ |
tip: Try rating some games on the jam. It will help get your game visible to others (I found your game because I searched for games with no ratings so far). Other people should see this game :smile:
EDIT: Other thing I noticed, the "skip" button I think it's using the Unity's default sprite, try changing it to other, I think it will help with immersion (at least for developers).
Small suggestions of what would be nice to tweak:
- It'd be nice if there was some motion to the player's movement (maybe bobbing, maybe something with a shader?)
- Also would be nice if the UI wasn't Unity's default, but was tweaked to fit the style of the game
But both those things didn't take away from the overall feel of the game. One of my favourite LD games so far! :)
I really love what you did with the audio in this game. It's very clear that time and effort were put more into the mood and the audio, but I think the idea is distinct enough that the mood and audio actually help to enhance the gameplay overall. Starting out with very few notes with the delayed shorter notes chiming in every now and then sets the tone perfectly for a world that is more abstract. Actually, it almost feels like I'm stuck between worlds, maybe even some unknown dimension. And I love how that music gets built upon as I progress through the levels. The guitar and percussion were fitting and if they were not layered upon the already existing background track, everything flowed together seamlessly. :ok_hand: Also, can I just add that the sound that plays when you obtain inspiration/motivation/determination is just amazing? It's a big part of the reason I wanted to keep playing, even after I crashed the game by pressing the spacebar (should've read the comments first haha).
The controls are probably the most puzzling aspect of the game (no pun intended?). Using only WASD keys for movement seemed too restrictive, especially since the only function of the mouse is to advance text boxes and any UI. A more practical set of controls for this game could have been either WASD or the arrow keys to move and the spacebar to advance the textboxes and level start/complete screens. Unless the gameplay actually depends on the mouse, having two different control sets for movement (ie. WASD and the arrow keys) is generally most ideal.
Another interesting thing of note is that the controls seem to be geared towards perpendicular movement while the game perspective is isometric. I may be using the terms wrong here, but games that have this sort of isometric setup (Naya's Quest as an example) usually have regular arrow key controls that are set so that you automatically move at a diagonal when pressing up or left, etc. rather than having to press up *and* left to move. Maybe I'm too used to playing isometric games that have such controls, but I think it may be worth considering. More precise movements can be difficult to attain if you're expected to press two keys at once. But I understand if this was an intentional decision, as it's more intuitive if paired with simple enough level design.
The tower design is really cool, but it gave me the most trouble because I was never able to see behind the tower, and I'm not sure if the spotlight truly illustrates how the tower's structure worked exactly. If the camera were able to rotate along with the player, I think it might have caused less confusion as to why I kept falling when I was walking at times. The final part towards the end also had some perspective issues, where it looked like I was going to fall off a tiny platform but was still hanging onto it for some reason. But all in all, I was able to complete it.
All issues aside, I like your game a lot. It hits that right balance for me in terms of sound, gameplay, visuals, all meshing together perfectly to create an evocative mood. (although, the ending also crashed the game, but I think I might have hit the Exit button out of curiosity :joy: )
I'm not a fan of the gameplay tho, looking for stuff is always boring to me (this said others might like it).
I would also change the default unity button, first it's ugly but more importantly it makes me feel like i'm in the Unity editor instead of playing your game. Even a simple transparent white square would do a great job there.
Also, nice narration. Combined with the minimalistic graphics and the ambience sound it kinda give a meditation vibe.
Its also worth to note that the effect when you grab the cubes matches the tone of the ambience, which also give a nice feel.
No complains. Nice graphics, cool mechanics and great sound.
Excellent job on this game!
The gameplay was a bit on the dull side at times, however. I sometimes felt like I was spending more time waiting for platforms than properly exploring. The overall aesthetic still made this a worthwhile experience, though.