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.
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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
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.
Really nicely done.
It's like a 2D Miegakure ^^
I love the minimalism in the visuals. it works quite nicely.
For this jam I'm mainly interested to see how developer solve issues when they remove the core mechanic of their choosing and I think you handled it quite well. The position of the key to move the character and rotate are next to each other. And especially the platform you jump on changes color which relly help to orientate yourself and know which part you explore or not.
Excellent job
This is a really cool concept! I'm not sure how it fits the theme tho. Oh yeah and the controls are not that good.
Otherwise amazing!
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