Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

DisplacedRealitiesView game page

Submitted by Erl Moncevial Erno — 7 hours, 15 minutes before the deadline
Add to collection

Play game

DisplacedRealities's itch.io page

Results

CriteriaRankScore*Raw Score
Concept (gameplay)#1333.2223.222
Overall#2223.0373.037
Adheres to jam theme#2453.0563.056
Presentation (visuals)#2682.8332.833

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Left a long comment for you as a reply to your comment on my game by accident lol. But in short, like some others I found the tutorial text difficult to understand and was at a loss as to how to make the puzzles work for a while. Also, granted I was using an older laptop, but the lag was rough and definitely affected the experience. But, I really like the idea of having to "explore" the mechanics of the game itself, if that's what you were going for, and I think it could become something really great.

Developer (1 edit) (+1)

Thanks for review!

Yeah I would see what I can do in Unreal Engine in order to make it run smooth on older laptops and low PC settings.
And for tutorial - I don't think I could do better in 48h, I would make many experiments with it in future, so I hope it would become much better :)

UPD: I read reply under your game too xD

Submitted

Believe me, I get it. 48 hours is NOT A LOT OF TIME, and you should feel proud of what you did here. I hope you keep working on it.

Developer

Well not in the moment, I have a little break because I'm going to university(Profession is game designer ^-^) in this year and it was requiring some attention xD I'm planning to continue active(7-10h+ per day) development in next month and I want to release it this year or in the next year like a full completed game :)

Submitted

A professional, that's really cool! Good luck with your studies and completing/releasing the game.

Submitted (6 edits)

Ok, so, you asked for feedback. I'll do my best to be honest but just remember that these are my opinions and any suggestions I make are done so knowing that you probably have other, better ideas in mind.

The tutorial wasn't great. Blocks of text are never ideal since they abstract information and you can't rely on people to have the ability / patience to read them. Probably 75% of my time playing the game was just me trying to parse the text (my dyslexic brain couldn't parse the phrase as meaning to click the target). 

Once I figured out where to click, the rest was pretty simple and I feel like I cleared it in no time.  The door puzzle felt artificially hard since it was relying solely on colour (with the assumption that near-colours like pink and red don't match), and a cooldown on the swapping that added nothing but frustration. If you're going to limit not only my ability to use the core mechanic but also my ability to interact with the world then you better have a good reason for it, and it had better make the game more fun. If it's just there to stop me cycling colours quickly then honestly either drop it or find a better way of cycling colours (I will come back to this).

That said, this is only a single introductory level, and there is promise in the core mechanic - I imagine that with time you'll find some fantastic puzzles in it. Honestly, though, this game will live or die by its graphics more than anything. 

My favourite thing in the game was actually the barrels. Cycling between different styles of barrels felt like I was flicking between different universes like Evelyn of Everything Everywhere All At Once or a glitching Spiderverse denizen. I really wanted different pickups to drop out when I broke them depending on their style. Colours are difficult in puzzle games because of colourblindness, but if that target cycled between a high tech computer panel, a cartoony giant red button, a Robinson Crusoe winch, a black-and-white steampunk gearbox, and a big ol' frankenstein power lever then you best believe i'd know exactly which doors it would connect to. 

Drawing from a bunch of different stylistic choices would also help inform extra mechanics; Steampunk could involve gear-slotting puzzles and a cartoon-verse could have big bombs with short fuses, but you could also link up the lightning-rod from a monstersquad universe and hook it up to a scifi generator to over-power it. The fences and harmful floors were really cool but they'd be so much better if swapping a wall to a treehouse had the risk of bringing a giant insect along for the ride and you could swap to floor-lava to burn it away.

Anyway; I know this was a game jam and you had limited time (and obviously a limited asset pool), but if you polish this up you need to look at Portal and dissect the learning curve. It's a classic for a reason. My first experience here was painting a wall red, then gluing a fence on it, then reverting it. I thought I was in some kind of base-builder. I'm definitely guilty of failing at tutorials too but, from my experience, in your first level the player should absolutely only be able to interact with one thing. Portal's metal walls are genius for defining the confines of a level not just physically but visually and you desperately need something similar.

As for limiting the use of the core mechanic, I would suggest looking at the game Hue as a temporary thing for your colour-swapper; perhaps your tool can latch on to spatial tears like Elizibeth from Bioshock Infinite and then drag them sideways through realities; the colour wheel would show you 'directions' you can move to so that you don't have to just sit and cycle through them. You can then give different colours different ammos meaning you need to think about how and when you use them but, importantly, seeing your options doesn't cost ammo. Replenishing the ammo could also be part of the puzzle (see; the cube spawners in portal which are basically just that).

Oof. What an essay. Also definitely too feature-creepy.
Listen, good work on releasing both a jam game an a prototype. This has got potential, but there's work needed to get it there. Best of luck!

Developer(+1)

Thanks for feedback :)
I agree to all that You said.

First of all - I'm planning to make this not just puzzles game, but add elements of adventure to it.

About tutorial:
Text there to tell player how to play, i don't think i would be able to do different in time limit. I think about separate location which will show how to use powers with voice lines and images with highlighted button on screen, but i would do many experiments with it. I would definitely look on games that you mentioned to have good examples in mind.

About limiting - yeah, this bars have nothing to do in this prototype. Should've left only health bar. Didn't think it through. In future with adventure elements and some action that have some sort of time limit they will have much more meaning and will not give only frustration.

Initially i wanted to mix different styles, like you described, in cycling, but there was a problem with meshes. For example all three walls have different width and fence is a bit displaced. Fixing it is pretty time consuming, so i decided to just recolor items for demo.
And yes, swapping will bring extra mechanics :) But this will required much more time and work, that i had :)

My essay isn't quite big as yours, but still an essay :) Thanks for luck, I would definitely return to this text(and maybe to you in discord xD) more than one time during development. And good luck to you too!

Submitted (1 edit)

Like the idea, but I'm not good with puzzles, so I didn't get far :) Still, great work :)

Also, I have a new superpower - to guess the game engine with archive size ;)

Developer

Thanks for review :) Yeah, that's cool superpower :) Before next jam i will try to learn how to make builds smaller :)

Submitted

300mb is not a big deal, it just I've noticed that Unity builds are much smaller :)

Submitted

Even though it was only a showcase for the really cool mechanic, I felt like I was in Aperture Laboratories again! Would love to see this built out further with this creativity

Developer

Thanks for review :) I have a lot of plans of what will after with this game, i really glad you liked it :)

Submitted

You've already gotten a lot of good feedback and I could only repeat most of it. I absolutely loved the concept and am very interested in seeing a more polished, expanded game in the future!

Developer

Thanks for nice words!

Submitted

Good job!

Developer

Glad you liked it :)

Submitted

Cool concept! There are definitely so many things that could be done with this idea. Well done!

Developer

Thanks for review! Yeah, i will expand this idea a lot after the jam :)

Submitted

Fun game, the idea is interesting and even if the game is fairly short you still managed to include some secrets to discover, which is no small feat in a 48h jam. Resource recharge rate was a bit frustrating when I accidentally click once too many on a door/target and have to loop it again, but that's a small detail. Good work!

Developer

Thanks for review!

Yeah, resource recharge was a mistake, it doesn't really have a reason to be that slow(or exist at all, honestly). Glad you liked the game!

Really cool game. Interesting idea and mechanics. I spent almost hour to beat it and find last chest. But I think it should 3rd person, for better experience.

Submitted

nice game

Developer

Thanks :)

Submitted

Nice puzzles! I've beat the game on 3rd try because green rocks melted my hp first two times while I tried to grab a chest. I'm not sure that first "magic" bar is needed, as waiting for it to refill was not fun and I didn't find a way to refill it faster.

Developer

Thanks for review! About first bars - yeah, regeneration is too slow, i admit and in the current state of game it's not really needed, cause you don't have any place where it's amount makes anything. As the development continues it will get more usage and it will be needed.

Submitted (2 edits) (+1)

It's a great concept and I'd really like to see it be iterated upon. The puzzles, while easy, were a bit obtuse since it's not clear which doors can have which colors. The meter for altering objects took a little too long to come back, I had to wait for it to increase a few times before continuing. I didn't like that you have to start over if you die, especially since it's not clear how much damage you'll take from acid (I died twice on green acid).

Pretty neat game though, well done!

Developer (1 edit) (+1)

Thanks for review!

About colors of doors - they cycling, so you can explore which color which door have.
But i should've make regeneration of bar faster, so you wouldn't wait so long when it refills, did not thought about it before submitting game :(

And about death, acid is damaging, yeah, should've make checkpoint there, so it wouldn't be so frustration to start again. By the end of the jam i was too tired of making system that i will be able to expand in future development and didn't polish this moment :\

Will do better next jam and future development of this game.

Submitted

I like the idea of it and it would be cool to take it further. As it stands there is not a great deal to do. I spent a lot of my time confused, but in a good way.

Developer

Thanks for playing! This was just showcase for main mechanic, development will continue after the jam. 

Submitted

I think it has plenty of potential. Keep me posted

Submitted

Pretty good game if I have to say so myself! On my computer the game was lagging but that is me problem not a you problem. Too bad the game is a demo. Maybe if you expand it after the jam it would be good. But besides that the puzzle idea was very clever and the idea is very original! Great job!

Developer

Thanks for review!

Lagging is my problem too, cause i don't want game to lag. After jam i will continue development and will see, what i can do in order to optimisate game.