The Glasses Shop by sudocoffee

-- Minor epilepsy warning --
An interactive sandbox of sorts. It took a long time this jam to get 3D / movement / camera / etc. working, and I ran out of time to implement most of the game I'd planned. But there is an ending if you can find it!
Controls (keyboard / mouse)
- Move -- WASD
- Look -- Mouse
- Pick-Up / Throw -- Left Click or Space
- Pause Menu -- Esc
Controls (gamepad)
- Move -- Left Stick
- Look -- Right Stick
- Pick-Up / Throw -- A or B
- Pause Menu -- Start
Tools
- LÖVR v0.18.0
- Blockbench
- Audacity
Changelog
- v1.1 - Fixed game crashing on Windows 11
| Link | https://github.com/sudo-coffee/ld58 |
| Original URL | https://ldjam.com/events/ludum-dare/58/the-glasses-shop |
Ratings
| Overall | 85th | 3.5⭐ | 27🧑⚖️ |
| Fun | 103th | 3.34⭐ | 27🧑⚖️ |
| Innovation | 45th | 3.78⭐ | 27🧑⚖️ |
| Theme | 131th | 3.4⭐ | 27🧑⚖️ |
| Graphics | 156th | 3.02⭐ | 27🧑⚖️ |
| Audio | 135th | 2.88⭐ | 27🧑⚖️ |
| Mood | 81th | 3.48⭐ | 27🧑⚖️ |
| Given | 18🗳️ | 28🗨️ |
I wonder if you have any idea about this(since Im not a lua programmer), or it really takes an looooog time to load?

You should be able to start the game by pressing space, enter, escape, or left-click. I meant it to be a kind of title screen, but I should have made that clearer (I forgot that loading screens exist ¯\\\_(ツ)\_/¯).
I have checked the codes again, it must be a game with good modeling I think, which is something I haven't seen through the day.
For me, it just captures the full screen and doesnot respond to anything, without even a error pop-up or something else. Does the game requires extra environments or packs to run?
```
t.window.width = 0
t.window.height = 0
```
It works if I remove those lines, however, then the game renders at the default height/width of 800x800. I'll have to do some digging to see if I can find a workaround. Thanks for catching!
Very atmospheric game! I liked how the transparency effect on the geometry gave it an otherworldly appearance, I think that looked cool, especially the ending. Very fun trying to get the puzzle figured out, I loved when it all connected. I kind of just decided for myself that falling down is a game over, so recognizing that that initial assumption was wrong, and I had basically tricked myself into being unable to progress, felt really smart once I figured that out, I liked that! Very cool game, great job!
I was able to get all orbs (took me so long to realize I could hold more than 1! I was throwing them forward and chasing after, haha)
Really cool entry, never seen an effect like it
I managed to get to the ending! The game was a really cool experience, well done!
Seems to work now, but let me know (anyone) if the bug shows up again.
Concept is interesting and calm, kind of puzzle game feeling, where you can just relax and follow the path, looking for interesting things.
Have a question regarding gameplay, though. Put a spoiler tag, just to keep people's first impression intact.
!> Is this expected that by pressing space character throws last collected item? It's not in controls.
!> It could ruin the game, because you no longer see the changes applied by that item and can fall infinitely.
!> And my gamer's instincts wanted me to jump on some platform sections, so I pressed it a few times and fell)
Originally I had reasons you'd want to throw your "glasses", and I just didn't get to that part before the deadline. It's definitely too easy to lose your glasses that way though (it's always possible to get them back, just difficult).
For this game in particular though, I will disagree and say the game would have been worse off if it explicitly told the player what the goal is. That's just the kind of experience I was going for this jam. Think old-school adventure games like Myst, where you're thrown into the game with no instruction and spend most of the game figuring out what your goals are.
A checkpoint at every "box collected" would have made me continue.
I still may get back to it cause I loved the atmosphere
!> Falling isn't the end of the game, if you wait for a moment after falling.
Originally, I planned to give each sphere it's own unique camera effect, to the point where having too many camera effects would have made it basically impossible to navigate (which is where the throwing mechanic would have been useful). But I only had time for the one effect, so it just became an interesting visual thing, rather a mechanical thing.
__φ(。。)
This was rather confusing but I think I eventually managed to figure the mechanics out - certainly an interesting approach to the "rule-learning" puzzle genre where you have to learn the basic rules to the world itself. The graphics were a bit glitchy (in particular, the pause menu liked to violently shake triangles on the screen) but otherwise did a great job of conveying a mysterious mood, especially combined with the falling down sound.
The game felt incomplete but otherwise was a cool experience, good work!
!> Yep, that's the end! I enjoy the challenge of making games without any words (I've done that for the last three Ludum Dares), but it does make it tricky to communicate when the game is over. Giving the player a win/gameover screen is the most obvious, but also the least interesting, so I like to experiment with alternatives.
!> Collecting the last cube doesn't even end the game, technically. You can still throw your cubes away and the geometry will go back to normal (if you can find it).
nice job! :D
At least as a textless game it won't ever have font/localization/texture issues :D
Is there supposed to be no depth testing? It was quite odd with some of the more distant geometry being rendered over the closer stuff. I played the Linux version.
I had to restart several times as I kept trying to jump and accidentally throwing my cubes into the precipice. It would be cool if there was a reason to drop them, though as is that ability is a hazard.
I assume the green cube was supposed to be the ending. That could be made more clear.
I developed the whole thing on a Linux laptop, but I was using KDE Plasma (on Wayland), so I'm not sure what the window or mouse issues are about (I didn't have those issues on my machine). But it's awesome seeing people try it out on other Linux devices!
Also (theoretically) z-fighting shouldn't be possible the way it's rendered, unless you mean the overlapping objects effect or the glitchy menu screen bug?
Originally each cube was going to have its own (usually disorienting) visual effect, and while holding cubes would be necessary to progress, the more cubes you had the more disorienting it would be to navigate, and so you'd need to balance what orbs you were holding at any one time. Of course, I never got that far, so the only real effect I have in the game is the depth test.
Yep, the green cube is the ending! Didn't necessarily want to fade to an end screen, but the ending was added at the last minute and could have been made a bit more clear.
!> If you reached the last green sphere, that's the end of the game, and it disables the looping mechanic. But there is a bug where if you reset the game after winning, the loop will still be disabled and you'll fall forever. Could be you ran into that bug?
I'm then in a room with orbs, can look around, but WASD don't do anything; neither does clicking or space.
That sounds like not intended or I'm missing something crucial.