ReWorld by Firesplash Entertainment

In ReWorld you play - once again - our young dragon Kurisou.
This time, however, he is not trapped in a maze, but trying to find his way out of an escape room. You will find yourself in a world without color, sound or light.
Your task is as simple as leaving the room. You will need to play with color an gravity to solve puzzles. Note: You might find cards which are not needed in the levels as well as cards which might lead you into confusion. We follow one basic rule: What is layed down, is sticky.
Jump in and try it yourself. Tutorial included.
Controls: WASD/Arrows or left stick/DPAD for movement E/F/Right ctrl or A/Button 1 for Interaction (Card pickup etc) hold Esc or B/Button 2 for giving up
HINTS: - "Mixed" lasers (e.g. green & red) will look wrong, when the environment is tinted in single colors. REMEBER their color! THIS IS SUPPOSED BEHAVIOR! - You do not need to put ALL cards on the table! Sometimes there are more than you need, also sound as well as mob cards do not change anything relevant (except they can save your life) - USe cards in the right order. You could lokc yourself in or out else (a blue laser can'T be disabled after a red card has been placed) - This is a puzzle game - expect the unexpected. - Use your brain.
If you happen to envounter any bugs please let us know! Also if you encounter some in the linux or macos version, try the windows build. This is our official build. Mac/Linux are only provided for your convenience.
Thanks for reading - If you want to learn more about our game studio, head over to our social media or website: - https://www.twitter.com/firesplashtv - https://www.twitch.tv/firesplashtv - https://discord.gg/firesplash - https://www.firesplash.de
| Youtube | https://firesplash.itch.io/ld45 |
| Youtube | https://firesplash.itch.io/ld45 |
| Youtube | https://firesplash.itch.io/ld45 |
| Original URL | https://ldjam.com/events/ludum-dare/45/reworld |
Ratings
| Overall | 327th | 3.662⭐ | 67🧑⚖️ |
| Fun | 517th | 3.323⭐ | 67🧑⚖️ |
| Innovation | 172th | 3.762⭐ | 67🧑⚖️ |
| Theme | 112th | 4.023⭐ | 67🧑⚖️ |
| Graphics | 678th | 3.326⭐ | 68🧑⚖️ |
| Humor | 652th | 2.5⭐ | 56🧑⚖️ |
| Mood | 523th | 3.381⭐ | 65🧑⚖️ |
| Given | 91🗳️ | 126🗨️ |
@daria-toni thanks for trying :) I did not want to reply too fast because this will be a spoiler.
I won't tell the solution but the 6th level is doable. We tried it over and over again.
Guess you noticed that there are two blobs running like crazy in front of the door and you can't pass by just running through.
However there is one mechanic you should have discovered a few levels earlier to reveal a color card which was hidden before. If you could just somehow make the blobs stop moving or at least block them somehow... Play around with that mechanic again ;)
Other than that I really like the concept. There are lots of puzzles that could be designed with it. Kinda a baba is you style game.
@tinykidtoo you probably missed to collect the key for the door :=) We were discussion if we should implement a notification if key is missing. You can however see it in the top right corner of your screen :) Check it out!
@shubart Well the small "?"s were intended. We wanted you to be kind-of required to collect the enemy cards. You can solve all levels without them but its safer with them. That was the intention.
@goupixm Yes the idea was that it should be hard to solve without light but not impossible on darker or low contrast screens. You should however try to solve level 6 ;) It has kind of a surprise.
@adhesion Yes we should probably have explained the "useless" cards a bit better. also the reason why we implemented sound and light like that was mainly the theme. Even though it has a puzzly effect (you can hear blobs with sound for example)
@johnryanaudio as intended. You need to decide between risk and time. Its up to you :)
@jam373 Yes. As I said in the comment for tinykidtoo. We discussed it. Was probably a bad decision...

First of all, the Mac version worked but needed some work. For anyone else who might try it, the following makes the app work and not throw a worthless information dialog of "can't open the app":
```
cd ReWorld.app/Contents/MacOS
chmod +x Re-World
```
Neat idea but it was painfully slow to slog the cards back and forth. And quite weird idea to have a bunch of useless lore or quality of life cards (light, enemy showing, dragon, music) on a game with timed leaderboards.
Nice to see a tutorial but it was missing a bunch of stuff. Why not add the controls there too? And the biggest mishap, telling you need to play all cards on first part and then suddenly changing the rules in the second part to have a key (hidden) which you don't mention at all. Had to do the whole sequence several times before realizing that and the walking speed (and the amount of back and forth you had to do) made my brain rot trip by trip. I even tried to block the laser with the box but obviously that didn't work. You also tell that the box can't be pushed and don't introduce the strength card at all.
The (only) level with the second platter was also a bit tricky because the sudden introduction of it. As there hadn't been one before, I wasn't really ready and looking for it. It didn't really stand out that much either and looked like a wall or something to me. Maybe some embroidery on the lining or some shining animation or something would fix that.
Other than the app issue, the Mac version worked just fine. Didn't encounter any big bugs either. I think the only one was when you barely missed dropping a card to the plate, it was on the floor but if you tried to pick it up, the was instantly played and shrinked but still was on the floor. Happened to me several times but luckily it didn't really affect gameplay at all.
>Also if you encounter some in the linux or macos version, try the windows build.
This isn't really an option if you're not on a Windows machine...
Anyways, good job! :thumbsup:
Other than that, good job!
START SPOILER
In Level 6 you should not try to glitch through the blobs. Instead try to block them using a chest.
END SPOILER
Also did we seriously tell you can't move the chests? Well in fact it's probably a bit mis-understandable (translation issue - we're germans)... The point in the tutorial is you should find the mechanics out on your own. The text should only give hints for you to do so.
Probably we should instead have explained what happens and leave you the part to find out how. We thought the Zero-G card next to the chests is quite obvious. But as always... A dev has a kind of different view as he already KNOWS.
The useless cards are not actually useless. As I said in another comment before: You need to decide between safety and rank. Using light helps finding things but using the light car costs time. Using the mob/enemy cards helps to distinguish (might save your life) but costs time. Using the dragon card helps you to see your own size and so goes the hitbox (well thats kind of stupid though - we wanted to stick with the theme "NOTHING" - We'd not leave that detail in for a serious game...).
The All Colors card was made for confusing. We want the player to think about his steps. This is what puzzles are made for.
However we know about that card on the floor bug. Ww would have needed to change a part of the activation mechanic that we did not want to change anymore a few hours before submission as of possibly introduced worse bugs.
I want to reply to a few questions or comments arised:
@dodelov The fun fact about this is, we are not using physics for wall-collision... But you're right for the object collisions... Thats in fact a fail.
@balance686 I agree on the speed thing. It's one thing we heard often yet. It felt good in the first place but when you actually playthrough the game it gets annoying quickly... When it comes to the sound I agree with you in parts. We made it that way for matching the theme. However in a commercial game I would have left the movement sounds (especially the mobs/enemies) to a card as that on is in fact a potential game-changer (imagine not laying down the mob cards but the sounds. You can distinguish between enemy and mob by sounds the make then)
@philomory Yes we noticed that you cant cleary see the picture especially for this card. It is meant to look like a feather falling from the sky...
* The first tutorial was very confusing: it gave me a lot of cards on the left part of the stage. I picked the music one with E and nothing happened. So I searched a place where I could put it to make it work, walking to the right. I found a different wall, walked to it and the "tutorial completed" message appeared, lol. You shouldn't let the player exit the tutorial without guaranteeing that he understood the mechanic you are trying to teach. I only understood what I had to do by holding ESC and playing the level again.
* I think that putting the timer on the screen by default gives the player a feeling of anxiousness, which is not optimal in my opinion. It is definitely a good feature if the player is playing to beat it fast, but not while he is learning how to play.
Things I liked:
* The idea of unlocking features of the game like the music and light is very cool!
* The design idea of mixing colors is clever and interesting!
* The puzzles were challenging but not very hard, just the right difficulty.
Overall an interesting and nice puzzle game, good job!
A cons that i see is that we could move faster and the game explains thign a bit too much, some thing player could discover by trial and error or deduction.
Nothing else to comment. Outstanding job!
Especially thanks to @eduardo-yukio for your criticism about the tutorial.
You are right, we put less effort into the tutorial "stage" in favor of the overall content and quzality. It's simply text written on the ground. The ability to exit without playing the whole tutorial was intended but we did not think about "accidentially" skipping important parts.
If we got more time I gues we would have made it more interactively so that things appear one by one and like @kaizo said in the form of small challenges one by one.
https://youtu.be/zoLZXTxFt0w
Speaking of that matter, it'd probably help if the currently carried card had some kind of description that'd appear near the screen bottom. E.g. "Strength: allows you to push blocks" or "Menacing Rainbow: Reveals all the rainbow monsters".
Aside from that, I found the puzzles challenging enough not to get bored with them (though player speed could be increased a bit, there was quite a lot of walking around), while at the same time pretty logical, if sometimes they required thinking about the box (yes, I mean the last level). The audiovisuals fit pretty well, and I liked the special effects related to various modes of vision. Use of theme isn't particularly original, but I appreciate having the upgrades level-scoped rather than game-scoped.
Overall, pretty well made entry. Good job. ^^
<3
If you’d like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/494940957?t=0h47m10s
Hope you got some valuable feedback on your game and looking forward to seeing you next LD jam if I dont catch you before then! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin