Amazing! Visuals were great, i loved the worldspace texture mapping, added a unique vibe to the movables. The levels had a lot of the same elements reused, but I'm sure you had limited time to develop new mechanics for each level. Great work!
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XYZ's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #416 | 3.800 | 3.800 |
Overall | #925 | 3.653 | 3.653 |
Presentation | #1329 | 3.640 | 3.640 |
Creativity | #1685 | 3.520 | 3.520 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
A 3D platformer game in which you control the level
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Hello! I'm glad you liked the triplanar texture effect. I implemented it by accident, but it looked so cool that I decided to keep it. When it comes to the level variety, I just didn't have enough time to add more mechanics, traps, contraptions etc. to make each and every level unique. Thanks for nice comment!
Cool game prototype, it needs a lot more polish and visuals but gameplay is already fun and allows for interesting puzzles. One thing that i would like to see:
Highlight of the axis of rotation and movement. To make it clear where you are rotating or moving the object. You can simply enlarge circles and axes when the player hovers or clicks on them.
Really nice concept and good level design. Like many others, I would have loved to play some more levels, but that's only a good thing. Just missing that final polish with sounds and music, but I'm sure those were already on your mind. Great job!
The game is really fun to play and the idea is original. The choice of color is also very good.
The only problem might be that it's a bit to short, i was having so much fun but then the game ended :(
You did a really good job, well done!
Great idea, but regarding the rotating platform, it might be better to directly use a drag circle to rotate it. Implementing this could be challenging, but once achieved, it would definitely be a significant improvement for the game. good job!
Love the idea, and what you have here is a very nice base for an awesome game. Currently the controls are bit counter-intuitive: for moving platforms, I can click and drag but for rotations I have to click and scroll (something that is difficult to do at the same time). And it definitely needs more player feedback and juice to really sell the different inputs and when you get hit by spikes or future obstacles.
Pretty neat game! the presentation is really nice, though it would definitely benefit some music!
Also small control suggestion; right now up and sideways movement go at the same speed; I'd suggest scaling the up/down speed so that going diagonally follows the map's grid.
Otherwise really nice submission, good job!
Ooooh ok, this is neat.
Small issues out of the way first; it needs more feedback for the user (grabbing the axis controls should ideally light up the one you have selected) and more information for how the pill will move (either it needs to jump at every gap or there needs to be an indicator to show where it will jump)
The presentation is gorgeous, I knew looking at the thumbnail that I would love it, and I really appreciate the stylistic choice of the textures being world-space (although it does make the pill look like it's constantly rotating)
Other than that, this is a solid foundation. Good job!
I like the potential of the game. Unfortunately the rotation mechanic didn't work for me (I couldn't select or rotate any of the rings) but everything else worked just fine.
Hello. What operating system are you using? Based on the analytics tab you downloaded the windows version which should work just fine. It is crucial that you click and HOLD the left mouse button when interacting with the rings. Only while the button is held will the scroll wheel rotation affect the platform's rotation.
Very solid and very smooth, honestly I woould adore if there was an updte to add more levels, its a bit short but the potential is there.
Nice game. I like the fact that is very smooth and it nice and fun to play.
You did a good job with the animations and game mechanics.
How did you implement the moving sphere? Is it hardcoded to jump at specific places on the map?
How did you make the sphere movement in unity? I am just curios.
Hello! I'm glad you liked it. Regarding your questions (the „Moving Sphere” is actually the player) :
1) How does the player move?
I used CharacterController component to move the player. It provides a function called Move(). It takes a Vector3 as an argument that represents the move direction.
2) How does the player navigate the level?
CharacterController also provides a function called OnControllerColliderHit(). It is an equivalent of the OnCollisionEnter() function. I placed invisible cubes around the level that block the player’s path. Once the player collides with them, the OnControllerColliderHit() function is triggered. Each invisible cube has a tag that specifies what action to perform (as shown in the image below)
It's really good! The simplistic visuals are great. Some BGM would have been nice, but still a really good game overall.
The game looks fantastic and its smooth and its simple but fun. Everything was very good but the game should have more sound effects and maybe some relaxing music. I enjoyed playing good job!
I like the idea behind this game, and the game itself is pleasant to look at! I also like, how you can rotate or move objects around.
I'm not exactly sure how to feel about scripted movement. Maybe if there was an indication for when the character will jump, it would be tolerable.
And there doesn't seem to be much innovation with the game's gimmick, as obstacles quite literally repeat themselves...
Otherwise, I've had fun playing this game!
Great concept for the theme, playing as the stage of a platformer rather than the player. Really liked the visuals.
The little red spikes were really quite clunky, I wish the collision detection was disabled instantly on press because there was quite a long period where the spikes would still be active. Or at least they could stay down a bit longer to be less punishing.
Really fun idea. When you've repeated a level a couple of times and died at the end it can be a bit tedious to wait for the player once you've figured out how to get it across - maybe something like holding down SHIFT would fast forward the Time.timeScale?
Great game.
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