Competently-executed demake. I thought the original Superliminal was pretty brilliant when it first debuted, must have been fun to recreate. I've been wanting to get my hands on Viewfinder too, similarly mind-bending concept to it. Anyhow, this was pretty fun and I was surprised to see this style of game built in Unreal Engine. Performance did start to really chug on the 2nd level for me, and my controls got all wonked out when I knocked over a painting/mirror and then stepped into it, so I could not progress to the end. But what I liked what I saw!
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Superliminal PSX's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #45 | 4.038 | 4.038 |
Gameplay | #89 | 3.462 | 3.462 |
Graphics | #91 | 3.731 | 3.731 |
Overall | #100 | 3.500 | 3.500 |
Innovation | #190 | 2.962 | 2.962 |
Audio | #347 | 2.154 | 2.154 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/jangomango2001/SuperliminalPSX
Comments
Thank you for playing!
It was a bit of a pain to recreate but I did enjoyed it when it worked.
2nd level's performance was an issue I noticed in the editor as well. There was just too much to render there.
As for the bug, if you are talking about the portal, It is supposed to be locked though and not simulate any physics. I am not sure how it still enables movement when i explicitly disable it, I apologize for that.
Very big fan of superluminal so I was pleasantly surprised with this entry. Great use of mechanics for the jam and I did have a bunch of fun! It defiantly feels like something you would find on the old PlayStation. Great work!
I got some portal vibes with this game (I haven't played superliminal)! Love the puzzles in room concept. The scaling was fairly easy to get the hang of after 1 or 2 tries and I thought your theme interpretation is very clever. I loved the creepy atmosphere and the visuals and some additional audio could enhance this. Great game, nice work!
Such a great game. I had some issues at the beginning with the scale controls but overall it's a great game. Keep it up :D
I love the light effects! Gave it a cool surreal look. Part of me would love to have some more sound effects, or some music, but at the same time, the aura is kinda creepy and I'm a fan of that.
I did have a few issues with the scaling/controls being inconsistent and such. I also noticed that it was possible to somehow "remember" the right click so that when I went to pick up an object, it would wig out perspective-wise and the rotation was still active, but at least that was reversible.
I'm already reimagining a few movie scenes done in this art style =D.
Thank you for playing!
I was going to implement ambient sounds, I had ocean sounds along with other ambient sounds but I couldn't find any sounds for interiors, So i had to scrap it.
Creepy aura comes from the that feeling of being alone, in an abandoned building, surrounded by water. It would have been even creepier with that ambience since I can control their reverb, volume and external audio volume like ocean sound while inside a building.
As for the rotation, it is suppose to stop when you drop the object but I guess I overlooked some part of the code.
Interesting puzzle game, the low resolution screen actually reduces the dizziness, it would be nice if I could add a right click to lock the blocks instead of zooming in and out, I often make mistakes when zooming in the block movement and then zoom them out
Really solid version of superliminal! The graphics definitely won't be for everyone but I really liked it, especially the light effect. The biggest issue I had was with the jumping. It felt very floaty and made trying to platform up boxes very frustrating at times. Otherwise it was a solid experience overall, great job!
It's a great puzzle game! I enjoyed the psx look, too. Managing the cube was sometimes challenging because it would always scale, so I had to "play" with the perpendicular walls to place the cube with the desired size in the correct place to climb up the walls. But maybe that was on purpose :)
Good job!
i like the ps1 graphic for this game , and this game like the full version of marketplace game i guess , but anyway good job :D
Really enjoyed this take on Superliminal! The mechanics seem solid and I enjoyed the PSX aesthetic and puzzles. Great job!
I liked the visuals but the game was glitching a lot. For example, when I pick up a object and put it down it scales to a smaller size for some reason. So, I couldn't complete a full play-through. I wish you all the best for the jam.
Thank you!
many people have been confused on how the scaling works, so I'm adding a little section that demonstrates it, in the next update.
The game scales based on your perspective, If you pick up an object and bring it close to a wall or any other object, it will scale down. If you compare it against a distant wall, the object will become bigger.
Your game looks like a full steam game, not a jam game, it's magical! The graphics are absolutely beautiful, the only thing was that it was difficult to move objects without changing their size
Nice work on this game! It feels like a well round product. Congrats!
Hey, fun game! Gonna leave my thoughts here:
The good:
- I thought the puzzles were quite good. Easy to understand and some had some really cool moments (I particularly liked the one instance where you had to look out the window to grab the coffee cup).
- I know that some people are tired of the PSX trend, but I am not one of those people. I feel like it has a lot of charm and doing this kind of style in UE is probably harder than most realize, so kudos to you.
- I liked that you had some new ideas and that this wasn't a 1 for 1 reimplementation of the base superliminal game (something that I was worried about on seeing your submission).
- +1 for the arcade carpets
The improvable:
- I think that while the duplication mechanic was new, it was a little hard to use. I spent a lot of time duplicating the box to get it on the ledge in one of the last puzzles. I think you could find a really cool and innovative use for this mechanic though!
- I think the feedback / indication to what is and is not interactable in the world could have been done better. I spent a fair amount of time just clicking on props that turned out not to be scalable so that I could solve the puzzle. Maybe have a middle state of the reticle that indicates what you are mousing over is interactable, but you are still too far away from. Another solution to this could be to have a particular visual language for interactable objects (i.e. one color palette, a particle effect, etc...).
All in all, a good game! I really appreciate the technical merit on display here from both a visual and gameplay perspective. Wish you the best of luck!
Thank you for trying it out!!
The duplication mechanic was a bit finicky even when I was developing it. Unfortunately due to limited time, I couldn't really iron out those issues, I just went with "it works for now"
As for indicating whether an object is interactable or not, I could use stencils to outline the objects when the player hovers over them like the original game. For the time being I went for the crosshair increasing in size and becoming solid white when hovering over an interactable, but the stencil should be easy to implement.
Thanks for the feedback I appreciate it!
I wish you all the best
Very cool take on the superliminal game. Several reference to the game which i thought was really cool. Really seems like a hard concept to nail down for a game jam, but you definitely managed it. a few odd behaviors (duplicate objects bounced , I lost a few objects in the floor by making them too small) but overall this was implemented very well. especially with minimal time limit.
Thank you! for playing and for the feedback.
I'll try to see what I can do about the duplication, they seem to spaz out when they spawn inside one another.
As for preventing the players from making the objects too small, I'm going to add a size limit.
If I remember correctly, the small objects problem was also in the original game.
Thanks again for playing, I appreciate it!
I wish you all the best!
There was a lot technical mechanics were involved. That is not an easy thing to do. I don't prefer this type of graphics but the light effects were very cool.
I had trouble about the scaling part, I could not scale the boxes the way I wanted sometimes. I never stuck on puzzles but I can see some people will and I did not get the forced view parts. Unlimited pick up range was weird but I guess you had to use it. Some objects were sometimes pick able and sometimes not.
It was a little more like a tech demo but levels were actually given some thought.
Thank you for trying it out and providing feedback.
The original game had a more semi realistic lighting so I decided to go for a retro style.
As for the scaling, I could have included a little tutorial on how to do it properly (something I'm going to include in the next update).
The pick range isn't unlimited, it's just high enough that it seems like its unlimited (had to save performance)
And as for the confusion whether or not an object is pickable, I can include an object highlight on hover mechanic (currently only the crosshair expands a bit and turns solid white).
Again, thank you for the feedback, it helps me rectify the oversights made.
I wish you all the best!
I just want to say, the visual style on display here is incredible - excellent use of post processing effects and materials, really hard to believe this is an Unreal Engine game. The scenery and level design was also very good and definitely reminiscent of the era of gaming you were going for.
While I understand that this is mostly a reimplementation of the base gameplay of Superliminal, I think you've done a pretty good job of that - it certainly doesn't seem like an easy mechanic to replicate, and I thought the actual scaling worked fairly well in practice.
On the flip side, the engine may have caused a bit of friction regarding the physics aspect of the game - I had quite a few of the scalable objects bounce around randomly after scaling them, and had to fight to keep a few of them on their buttons. Also ended up soft-locking myself the first time around with the mirror, as it fell over once after I went through it.
Think there's definitely some interesting ideas you could explore with this concept, and would love to see some of the additional ideas you've previously mentioned implemented on top of the base mechanic. Great job on the entry!
Thanks for the feedback!
The physics were a bit of a fight. Even after disabling the character's ability to push and interact with physics objects, The engine would constantly bounce them around. I ended up increasing the weight of objects to counter it, but I guess it didn't work to full effect.
The portal should not move, They were locked in place. Maybe I overlooked it.
Again, Thank you for playing!
Really good puzzle game! I enjoyed the graphics, though I did end up feeling a bit sick after running around a while.
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