This game was very entertaining. I do think it fits the theme of the jam exceptionally well, but it also feels like it may suffer from what many games do, primarily that the player ends up with less of an idea of "what to do" than the developer. As a fellow developer that plays a lot of indie games, what to do was fairly clear, but a newer or less experienced player may be lost. The landscape was cool, but the extreme highs and lows and odd geometry made me feel too much like I was wandering out-of-bounds in a video game to really embrace the feeling of exploration. There is definitely something special here though. I would absolutely adore a fully realized game about distilling and exploring a mountainous region.
ProfOz
Creator of
Recent community posts
Hi! Thanks for trying the game. Yes, this absolutely needs more polish, I intend on fleshing it out much more after the jam ends, I already have some better, more up-to-date builds. The "4th dimension" being a color spectrum felt like a good way of communicating the 4th dimension to the average player, but I think the realization I needed to make from a UX perspective is that a "true" 4D platformer projected into 3D would feel awful (not knowing where platforms are, etc.) My game tried to toe the line by representing the 4th dimension as a color to communicate better, but I think the wonky controls and unclear visual feedback just made for a less-pleasant platforming experience. The feedback I've been getting has been highly valuable; as a thanks, I will try your game as well. Best wishes!
Thank you for the feedback! Yeah, in initial stages the phase change was discrete rather than gradual, but it felt like I wasn't embracing continuous movement in the 4th dimension. However, for gameplay purposes it does seem like it would be a far better design. This went through several iterations and experiments, and I didn't test it with users so this is very valuable feedback. I think I'll update it and improve it even after the jam ends.
Thank you for the feedback! Yeah, in initial stages the phase change was discrete rather than gradual, but it felt like I wasn't embracing continuous movement in the 4th dimension. However, for gameplay purposes it does seem like it would be a far better design. I think I'll improve this a lot more in the future, as well as having some feedback (like a bar on the side telling you what phase you are in).

