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A jam submission

Single DimensionView game page

Submitted by Inirdin — 7 hours, 48 minutes before the deadline
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Single Dimension's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#214.6674.667
Adherence to the Theme#1864.4294.429
Overall#3653.9373.937
Design#13092.7142.714

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

It's a peculiar game, but it's hard to play as it's almost impossible to read mini map.

Developer

Yeah I couldn't figure out how to make mini map better in time, but I sure should spend more time teaching player how to read the enviroments.

Submitted

Really cool visuals but really confusing design. Some clearer tutorial or build up of mechanics would have been nice. 

Submitted

Really cool concept however, the map could use a player indicator.

Developer

oh how I didn't thought of that, thanks, will definitely add that

(+1)

So, I really like the vibe, graphics, music and sounds, but I don't get it :/ (I might be dumb though)

Developer

It's just really really hard to get it. Sadly I didn't manage to make it easier.

Submitted(+1)

The visuals and idea are really good! But I didn't notice the minimap until someone told me it was there and I has absolutely no idea what to do. I think the main problem was that "find and restore full signal" doesn't really tell you what to do gameplay wise, nor what the signal is.

Developer

Thank you. I had problems with implementing of the minimap. I didn't know how to make it more readeble, so that is technical failure on my end. And objective should have been explained way better, but maybe I shouldn't have put there goal at all, so only thing that you could gain is actuall understanding of the movement.

Submitted(+1)

I feel like if there was no goal at all people would be even more confused cause then they'd have no reason to try and understand the movement. It would be one big "What am I doing here?" moment before probably giving up on the game. So it's good that there was a goal that makes the player want to understand the movement to reach it.

Developer

Yeah you are right. Separating it into levels with smaller goals would probably help also.

Submitted

Maybe. Only if the transitions are really obvious though. Otherwise the player won't know whether they got to a new level or they just turned the camera in some weird direction to have the screen look like that. (And if they assume that and want to go back, it'd create even more confusion.)

(+1)

On the technical front, this is absolutely phenomenally put-together, and it's not a take I've seen on this kind of mechanic before, however I think the objective could be explained a bit more in the intro screen.

But yeah, the look and feel of this is absolutely amazing, and you're definitely on to something here! ^^

Developer(+1)

Thank you. Maybe I might go back to this and polish it up so it's more playeble. Also better usage of sounds could help with finding the objective.

Submitted(+1)

Very atmospheric and the terminal-like visuals and text are very nice, but the game is very confusing as well. I realize this is due to the nature of the game, but once I got stuck in the room with a strange clicking and whirring noise, I quit.

Developer

That was actually right before the end, but I'm sorry for that sound, it is annoying beyond belief.

Submitted

Honestly, I was just creeped out! That could easily be a sound effect in a horror game!

Submitted(+1)

While I can applaud the visual presentation and dedication to the theme, this game is incredibly hard to parse. I won't say I don't see any potential in this idea, because perspective-warping puzzles like this can leave a big splash when they're done right, but I just don't have any context to try and make clear what I'm doing, or even what space I'm occupying.

Developer

I wasn't able to imagine how it feels to play the game without knowing what is what and I made it even more harder to myself by not wanting to use verbal comunication with player. But after the jam was over I realized that I could make it so player can switch between horizontal and vertical slice of the space, that would maybe help.

Submitted

me too i didn't understood what i was supposed to do, tried to move everywhere i could, covered quite some distance but there's only some pillars and uh.. yeah the conept is interesting, though

Developer

Spoiler: Next to four pillars is ramp that goes up. You can find out that it's ramp by looking at it from side and it has different color.  When I think of it everything in this game looks like pillars :D

Submitted

No gameplay objective obvious, needs explanation

Developer

You need to enter yellow box that makes weird noises, it's terribly explained.