I liked the idea of mystery built in from the start. And the fact that it ran on webgl
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Illusionist's Labyrinth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #138 | 3.815 | 3.815 |
Overall | #479 | 3.162 | 3.162 |
Innovation | #487 | 3.046 | 3.046 |
Game Design | #540 | 3.154 | 3.154 |
Graphics | #572 | 3.277 | 3.277 |
Fun | #624 | 2.938 | 2.938 |
Audio | #716 | 2.738 | 2.738 |
Ranked from 65 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
Our level design was heavily inspired by the theme "It is not real".
An illusionist has trapped you in a labyrinth that forces you to question the very nature of your reality.
You will have to put aside what you think you know, because nothing is as it seems. It is not real.
Did you write all the code and made all the assets from scratch?
Almost entirely, yes. The only exceptions are the following:
* The skybox for the maze (which is largely not visible in the game) was a free asset that 5hadowduck found on the Unity asset store.
* SpellMender spent two weeks before the jam working on the player movement and camera code. The scene at the end of the game was developed by him during that time.
* The grass and tree objects found in the final scene were free on the Unity asset store.
* While a lot of the animations were derived from Mixamo all of the models are original.
Comments
I really liked the style.
camera clipping walls made it a bit confusing for me sometimes because it somehow made me lose the orientation. the mouse senitivity was abit high but I got used to it quite quickly.
I had fun :)
I'm glad you liked the style. It was super fun making. Due to time constraints we didn't make the camera collide with walls, if we decide to work on the project further that will definitely be one of the first things we do. several comments have agreed that it does potentially make it more confusing than a maze already is.
Did i win?
The illusion mechanic mechanic was a great counter for the old strategy of always follow the same wall to exit the labyrinth…
Great job!
Please, if you guys have the time, try my game! I’ll love your feedback, including in the models. i made then myself too!
Neat theme use, and I actually like the aesthetic. Might have to borrow it in the future <3. I liked the dialogue, but having it make sounds as it scrolled, and making sure it stays on the screen even when you look away from character would benefit the game feel a lot. The performance of the game was pretty rough, it lags when I turn too fast. Good job releasing a complete 3d project in a week o7.
Heck yeah it is. But I did find myself fighting some of the animations to get them to work how I wanted. (I'm looking at you sword swing) >.>
If we do ever go back to the idea I'll definitely hand animate the main character, it's just easier to tune them in that way. Though the Illusionists animations were perfect from the start. lol
Nice game, like the graphics and music, glad you paid attention to the details such as you're able to hit the illusionist.
The main bugs or things that need reworking that I found were:
-sword swing sound effect is not in sync with the animation
-the player takes damage way too fast, adds more invincibility frames.
-camera clips through the wall
Other than that, this was a great game, especially for this limited amount of time, good job.
I love this game. The graphics remind me of old playmobil computer games. I really like this!
Nice game! I'm always impressed by the people confident enough to make 3D games in such a short amount of time! Some issues with sensitivity on mousepad, but obviously supposed to actually play with a real mouse. Great work!
this was a fun concept and the game looks really nice for the development time. the camera is a little confusing though and i somehow got stuck in some sort of sliding animation
This was really fun to play through, the camera controller and its positioning made the illusions and the labyrinth feel a little jarring and too confusing though. The music was a cool touch :)
This was a fun little game. As others have pointed out the sword animation could be a bit quicker. I would also like to add that the game could've benefited with some UI elements for the player health because while I knew I was getting damaged I couldn't tell how much health I actually had left. Also in my second time I went through the maze I actually died and unfortunately found myself unable to progress because I already collected the first object I needed in order to progress. However I did like the overall art style and how it feels a bit reminiscent to PS1 titles. Overall good job with the game
Loved the art style. I did find myself just ramming my character into every wall trying to find the path forward. Combat was decently fun, nice work!
Great game loved the artwork! The game was very creative, and I enjoyed playing it.
Interesting game in concept, but I think it has its issues in the UX dept
While new dialogue with the wizard let me know I was making progress, I didn't feel like it. All walls and floors look the same and there are no environmental clues apart from torches and basic level geometry, and so finding the right path always felt like half-guesswork. (And was especially frustrating when I died and had to backtrack). Also because of the lack of vfx for (dis)appearing walls, combined with the vertical camera axis lock, it got pretty disorienting at times.
But the wizard was a good idea to guide the player, and frame the setting because without them, the game would be so confusing. But it's not, and that's good!
I can definitely see your vision with this game and like your interpretation of the theme!
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