I've been really fascinated by how we 3D humans depict the fourth dimension, and this kind of follows the same logic. Doesn't quite fit the criteria of the GMTK Game Jam, but neat nonetheless!
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Allegory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #80 | 4.107 | 4.107 |
Ranked from 75 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This is really neat, but was kind of difficult to play! I wish there was more of an indication where to go. Just like, a general direction of where I should be going and what I'm looking for. Jumping was a bit floatier than I like, but that's more of a personal preference. Nice work!
Really well made and polished! It's certainly difficult and brain-wracking, but I think that's kind of the point with something like this. One thing that could potentially improve the gameplay would be having more clear indicators on what the actual goal is. Overall, excellent job! :)
This was super unique and well executed. As a really big fan of the idea of higher dimensions and trying to imagine them within our 3D world, I've seen concepts like this before, but only as videos, not as games (with the exception of Miegakure of course). Taking a step down and applying it to a lower dimension feels obvious after seeing your prototype, but its something I wouldn't have thought of on my own. Nicely done and very impressive.
Really cool concept and the execution is solid. I think the graphics are quite simple but I understand it was probably enough work just getting this functioning in 48 hours. Still, it's hard to get a sense of position within the level due to this.
Nice idea and nice execution. The best thing about it is the title though, good job :D
That's a great idea, brillantly executed. I have to admit I felt a bit lost a first, and it was a strange experience for my brain to get around this lacking dimension. I loved that you went for an exploration game too, and not a simple plateformer with an end objective. If you pursue this further, it would be cool to have some indications to know where to go. Great entry!
This is cool, but I had trouble understanding what was actually going on in 3d space until I saw your gif showing the 3d representation in the unity editor. I think it would be awesome if you could see all of the 3d objects as if it were a 3d game, but you still just use the orthographic projection for the actual platforming if that makes sense? That might make it easier to plan a route around as well.
Your game is rad and you should feel rad. Great concept and execution. Everything feels like it belongs together, from the art to the music to the gameplay.
I would say that if this is something you want to pursue further, there are some small quality of life things that could be improved on. A sense of direction for the player would be really nice. Maybe a sound when you get close to a collectible or a glow where they would be if they were in plane?
Second, the checkpoint system is a little too forgiving. I fell off twice, and each time it put me in front of collectibles that I don't think I was anywhere near before and even had the plane lined up so that I could see them. I think it might be better if it just remembered the platform you were on last and put you back there.
Either way, excellent game and one of the best in the jam that I've played.
This makes my 2D brain hurt. We normally perceive our 2D world with our 2D eyes which project it to 1D line. Perhaps it would be easier to understand 3D if it was projected to 2D, which our eyes would project to our 1D vision, instead of slicing 3D world with 3D hyperplane? :D
Joking aside, I loved it. Good job!
This idea is awesome. I can't say much more, you have creativity AND execution. Very very nice !
Not only the game and concept are cool, but the art fits the game so well, great job !
The concept is mindbogglingly amazing! There are just 2 problems. 1: The controls and physics are a bit wonky and sometimes push the player into the dimension they cannot see. (This makes physical sense, but is confusing in this context.) 2: All of the platforms look exactly the same, that combined with the already confusing nature of the game makes competent navigation nearly impossible. I get the draw of an abstract art style, and it even looks quite beautiful in this game, but something as simple as different colors and patterns on the platforms would make getting your bearings so much easier. But, I am still in awe that you managed to pull off something like this in 48 hours. Well done!
Thank you for reply! Totally agree about different patterns and colors. At some point (dangerously close to the deadline) I tested the game on my roommate. And he was completely lost, jumping in circles! After that I came to a rather choppy solution of changing a color of the block after jumping on it. Still not enough to solve the navigation problem completely, but it is at least beatable now.
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