Trailwork by sudocoffee

[raw]
made by sudocoffee for Ludum Dare 59 (COMPO)

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A game about exploration, and the knowledge that not everything is in our control. There is no ending, and no interact button, but take a look around and see what places you can find.

Controls

  • Move - WASD / L-Stick
  • Camera - Mouse / R-Stick
  • Quit - Esc

Tools

Changelog

  • v1.1 - Fixed the player randomly snapping to a single direction.

Notes

For a small hint to find new locations, click below.

!> At the start of the game, stand at the beginning of the hallway, hold forward, and don't stop until you exit the hallway.

Otherwise, here's a more complete description of how the game works.

!> I'll start by saying that the game is pretty broken. I ran out of time to test most of the level design, so a lot of the geometry doesn't work as intended, you have to quit and restart (manually) in some cases, and there's no good way to figure out what's going on. !> !> That said, the game is structured around a set of "beacons". Every beacon has its own gravitational pull, and every surface also has a gravitational pull that keeps you from falling off. As long as you have a surface to walk on, you have full control, but if you run off a platform, then you lose all control (except for where you're looking) until you land on a new surface. !> !> Each beacon also holds a unique structure. This is where the theme "signal" comes in: the closer you get to a beacon, the clearer its signal, and the more it affects the position of all 76 shapes to form the level around it. !> !> The final mechanic is that you continue gaining speed the longer you run in the same direction. There's a system of ramps in place that were intended to give you the momentum you need to escape the gravity of each beacon and send you to a new location. !> !> This is where the level design fell apart. Most ramps either don't give you enough speed to escape, or send you flying out way farther than intended. There are a some locations that are difficult or impossible to escape. !> !> The gravity mechanic also makes it overly random where and when you land. The loss of control was intentional, but you often end up orbiting around one or several systems for much longer than intended (and sometimes forever). I have a few ideas for ways to fix this, but nothing that made it into the jam version. !> !> And that's basically it. There was a soft ending in mind for the game (which actually does exist way out in the distance, in a place that's impossible to reach), and other ideas for level design and mechanics that never made it in. As it is, though, it sort of works as a game about flying around, looking at shapes, and letting the game take you where it wants to take you.

Ratings

Overall 216th 3.196⭐ 25🧑‍⚖️
Fun 220th 2.932⭐ 24🧑‍⚖️
Innovation 73th 3.688⭐ 26🧑‍⚖️
Theme 242th 2.955⭐ 24🧑‍⚖️
Graphics 188th 3.283⭐ 25🧑‍⚖️
Audio 179th 3.045⭐ 24🧑‍⚖️
Mood 99th 3.659⭐ 24🧑‍⚖️
Given 26🗳️ 18🗨️

Feedback

LDJam user 428646
Apr 20th · 11:50 UTC
This is pretty neat, I like floatin around like this, but I feel like I'm missing something. Either way, I enjoyed cruising around the little orbs.
Last Angle
Apr 20th · 19:12 UTC
I kept being pulled back to the first orb when I tried to move to another one, so I didn't make it very far xD. But I liked the vibe of the game!
LDJam user 352490
Apr 20th · 20:08 UTC
@last-angle Thanks for playing! A lot of the level design was last minute, and some of it doesn't quite work as intended. But I added a hint in the description if you want a way to escape :)
henk
May 03rd · 19:04 UTC
Visually this is really cool, and I really want to see all the game has to offer, but the game just doesn't seem to want me to. If I understand correctly, I have control over the player only when standing on something and otherwise need to wait until I'm pulled over towards one of the orbs. The problem is that making it from one place to another almost never works. Leaving the first hallway typically gets me stuck at the short ramp thing with nowhere to go. Doing a running leap out of the hallway like you mention in the description *sometimes* gets me to somewhere new, but then when I try to go anywhere from there I either progress backwards or get stuck in permanent orbit and need to restart.
SirRed
May 04th · 20:40 UTC
Super cool visuals and loved the vibe. I spent a while orbiting stuff till i mashed random directions and got to see new stuff.
rexpeppers
May 05th · 00:02 UTC
Ugh I can't play windows or linux but looks cool
cRoxx
May 05th · 00:23 UTC
Honestly, I have no idea what's going on, but it looks insane! Those surfaces spinning around me create a really cool vibe.
dod108
May 05th · 05:59 UTC
As you mentioned, it's pretty broken, but the idea is interesting. I'd like to see post-jam version for sure.
Local Minimum
May 05th · 07:16 UTC
You got me really interested in where you were planning to go with this entry. The way the world reacts to player movement, fractures and coalesces, and dances around you is quite mesmerizing.

I played the linux build inside a VM and I only use the WASD input. Mouse and controller didn't work.

Play-through:
https://youtu.be/fpb6wdksTRU
Alexandr Gerya
May 05th · 14:01 UTC
this thing is broken as hell but in a pretty way love how the world just falls apart and spins around you wish i could actually get somewhere without getting yeeted back
EMMMA
May 06th · 01:34 UTC
very cool visuals!! I love were the backgrounds fallen apart!!omg
SteveOfStevesGames
May 06th · 12:42 UTC
Very cool, i managed to get to a couple of different places before i read the description.
I just couldnt stop playing at first. Even though its quite simple scenes i still felt compelled to find the next one.
LDJam user 352490
May 06th · 15:55 UTC
@henk -- Thanks for trying it out! The system of ramps (and really most of the level design) was added in the last couple hours, and I just didn't get enough time to make that system work. That first short ramp is completely non-functional (which is why I added the hint about the hallway).

There are only six unique "places" (including the hallway and short ramp), one of which is completely inaccessible, so there's a good chance you've seen most of them.

@local-minimum -- Thanks for the video playthrough! The controls were implemented through Godot's input system, so either something's funky with the Linux build (I've only tested it on my own Linux system), or there's something with the VM preventing Godot from seeing the input. I didn't mention in the description, but you can also use the arrow keys as a fallback for camera control.

There is indeed no way to control the character while floating through space. But normally you should at least be able to look around (and see where the game is sending you).
Local Minimum
May 06th · 18:58 UTC
That's strange, I've played plenty of godot games in that vm... :thinking:
tinykidtoo
May 06th · 21:21 UTC
This is a really neat idea, but it clearly needs some more time to get polished. Its never easy in compo. I applaud you for taking such a big creative idea and bringing it to a playable state!
pkenney
May 07th · 02:16 UTC
Trippy! I played with this for a surprisingly long time. My first run I was stuck and didn't understand, but pretty much figured out some of what's in your spoilers. I manually restarted and got into a better groove the second time.

I did end up finding two additional stable configurations:

![tw1.png](///raw/81b/z/73293.png)

![tw2.png](///raw/81b/z/73294.png)

But I also enjoyed just watching the space move when I was just drifting around, too:

![tw3.png](///raw/81b/z/73295.png)

I definitely felt the lack of control that you were going for!

Cool unique entry.
Quinn
May 07th · 03:59 UTC
This was one of the best psychedelic experiences I have had on weed in a good while.
bonedaddy
May 07th · 10:23 UTC
This is pretty inspiring, although I'm not sure how far I got along the intended path (I think I broke things and got to watch a few level transitions). The concept of this kind of "cinematic" gravity, where the level re-arranges like this, I don't think I've seen done before (or at least not in a way that had an impact on me like this game). I think there's something really interesting in this concept. I wonder if the 3D gravity towards the beacon could be removed, at least while the player is moving along the intended paths (like control the gravity while they're on the ramps, maybe like how Mario Galaxy has different shaped planet gravities?). The simple shapes and formations you made had a pretty big impact on me, like they felt very intriguing. I'm really interested in this cinematic gravity now
CaptainDreamcast
May 07th · 20:15 UTC
Very chill game, I like the atmosphere it creates. Just spinning and vibing until you hit the debris and can make another running attempt for one of the beacons. Orbiting around and jumping across the parts that make up the geometry to other places has is a cool mechanic, like others already mentioned it also looks great the way the level geometry pieces rearrange. I found four, I think, if we include the hallway from the start, I got pretty lucky with the running start from the hallway and went a couple beacons beyond. Couldn't find any way to reach further though, would have loved to see what it leads up to, but after reading the second hint, I guess this might just be as far as I could go.
But still, the intended vibes of the game got across extremely well, like I mentioned I love the chill spacey otherworldly vibe it created. Not just with the geometry rearranging, but also the sound design, with the signals the beacons send out, I think those were neat, as they got louder or quieter while you orbited. Made you feel like a satellite. Very cool!
vidarn
May 08th · 17:06 UTC
You always make very interesting games and I'm happy I managed to play this one before the deadline. It felt like a unique experience.

It was very effective at provoking an eerie and mysterious, otherworldly feeling. I found it really beautiful. The sounds of the orbs added a lot to the mood.

The game could have turned out very disorienting, but somehow it didn't. Instead it was quite relaxing to play and I enjoyed watching the shapes rearrange themselves as I flew around.


I think I found four different stable configurations. It was great finding the ramps and throwing yourself off them with speed :laughing:
LDJam user 352490
May 08th · 21:21 UTC
@pkenney -- I've seen several people play this in person, and I think you're one of few people to figure out what's going on without hints (so congrats). And thanks for the screenshots! All three of those are stable configurations, although the last one is harder to land on. The sixth configuration is actually at an orb way out in the distance in your first pic:

![circle.png](///raw/ae0/65/z/7335e.png)

Not that it's possible to get there ¯\\\_(ツ)\_/¯ (although I know of a bug that could get you pretty close).

---

@bonedaddy -- Glad you found it inspiring! Cinematic gravity is a pretty cool way to describe what's going.

Originally I had plans for invisible "anchors" (separate from the beacons) that would give me more control over gravity and how the player enters each area. There's still an [object](https://github.com/sudo-coffee/ld59/blob/main/hole.tscn) in the source for that. I had to scrap it part way through, though, because it would have taken a lot more play-testing than I had time for.

---

@captaindreamcast -- Thanks for playing another one of my weird experiments! I originally had more goal-oriented ideas in mind for the game, but had to pivot at the last minute because most of the jam was spent wrangling with the gravity and movement mechanics. So I'm glad floating around space and watching the world reform itself is a neat experience for people (even if it's not a traditional sort of game).

If you've seen the starting hallway, the short ramp outside the hallway, the long curved ramp, the long flat runway, and the cube, then you've pretty much seen everything in the game.

---

@vidarn -- Thank you! Means a lot that you think my stuff has all been worth checking out. And that this game was such a cool experience.

You might be the first person to tell me a game I made is specifically *not* disorienting (although I did try to make movement and transitions here feel as seamless as I could make them). Not a bad thing, but just interesting that different people seem to experience my games in different ways, and it's hard to tell what that will be beforehand when I already know the game inside out.
zhangzhimu
May 09th · 07:27 UTC
It's a very interesting game. The interaction method is very complete and the gaming experience is great! The game's setting is also very interesting. I also really like this style of art, as it clearly conveys the content you want to express. I think it's really great that we were able to create such a game in such a short time. It was not easy at all.