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A jam submission

Superliminal PSXView game page

Short Perspective based Puzzle game inspired by Superliminal
Submitted by Jango Mango — 1 day, 9 hours before the deadline
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Superliminal PSX's itch.io page

Results

CriteriaRankScore*Raw Score
Theme interpretation#454.0384.038
Gameplay#893.4623.462
Graphics#913.7313.731
Overall#1003.5003.500
Innovation#1902.9622.962
Audio#3472.1542.154

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/jangomango2001/SuperliminalPSX

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Comments

Viewing comments 20 to 1 of 23 · Previous page · First page
Submitted(+1)

I am really like this logic games.

Submitted(+1)

Such a great game. I had some issues at the beginning with the scale controls but overall it's a great game. Keep it up :D

Developer

Thank you! :)

Your team did an amazing job as well!

Submitted(+1)

I love the light effects!  Gave it a cool surreal look.  Part of me would love to have some more sound effects, or some music, but at the same time, the aura is kinda creepy and I'm a fan of that.

I did have a few issues with the scaling/controls being inconsistent and such.  I also noticed that it was possible to somehow "remember" the right click so that when I went to pick up an object, it would wig out perspective-wise and the rotation was still active, but at least that was reversible.  

I'm already reimagining a few movie scenes done in this art style =D.

Developer

Thank you for playing!

I was going to implement ambient sounds, I had ocean sounds along with other ambient sounds but I couldn't find any sounds for interiors, So i had to scrap it.

Creepy aura comes from the that feeling of being alone, in an abandoned building, surrounded by water. It would have been even creepier with that ambience since I can control their reverb, volume and external audio volume like ocean sound while inside a building.

As for the rotation, it is suppose to stop when you drop the object but I guess I overlooked some part of the code.

Submitted(+1)

Interesting puzzle game, the low resolution screen actually reduces the dizziness, it would be nice if I could add a right click to lock the blocks instead of zooming in and out, I often make mistakes when zooming in the block movement and then zoom them out

Submitted(+1)

This is some serious low-fi art! Some of the puzzles 🧩are real head scrachers. Definitely going to be spending more time trying to beat it :-D

Submitted(+1)

Really solid version of superliminal! The graphics definitely won't be for everyone but I really liked it, especially the light effect. The biggest issue I had was with the jumping. It felt very floaty and made trying to platform up boxes very frustrating at times. Otherwise it was a solid experience overall, great job!

Submitted(+1)

It's a great puzzle game! I enjoyed the psx look, too. Managing the cube was sometimes challenging because it would always scale, so I had to "play" with the perpendicular walls to place the cube with the desired size in the correct place to climb up the walls. But maybe that was on purpose :)

Good job!

Developer

Haha
That's what I used to do in the original game. 

Scaling is done based on your perspective so basically it's scaling every frame. That's how the original game handled it as well.

Thank you for playing Daniel, I really do appreciate it.

Submitted(+1)

i like the ps1 graphic for this game , and this game like the full version of marketplace game i guess , but anyway good job :D

Developer

Thank you for playing Vens!

Submitted(+1)

Really enjoyed this take on Superliminal! The mechanics seem solid and I enjoyed the PSX aesthetic and puzzles. Great job!

Developer

Thank you for playing!
:)

Submitted(+1)

I liked the visuals but the game was glitching a lot. For example, when I pick up a object and put it down it scales to a smaller size for some reason. So, I couldn't complete a full play-through. I wish you all the best for the jam.

Developer

Thank you!
many people have been confused on how the scaling works, so I'm adding a little section that demonstrates it, in the next update.

The game scales based on your perspective, If you pick up an object and bring it close to a wall or any other object, it will scale down. If you compare it against a distant wall, the object will become bigger.

Submitted(+1)

That makes sense. Look forward to trying the new update. Good Luck

Submitted(+1)

Your game looks like a full steam game, not a jam game, it's magical! The graphics are absolutely beautiful, the only thing was that it was difficult to move objects without changing their size

Submitted(+1)

Nice work on this game! It feels like a well round product. Congrats!

Submitted (1 edit) (+1)

Hey, fun game! Gonna leave my thoughts here:

The good:
- I thought the puzzles were quite good. Easy to understand and some had some really cool moments (I particularly liked the one instance where you had to look out the window to grab the coffee cup).
- I know that some people are tired of the PSX trend, but I am not one of those people. I feel like it has a lot of charm and doing this kind of style in UE is probably harder than most realize, so kudos to you.
- I liked that you had some new ideas and that this wasn't a 1 for 1 reimplementation of the base superliminal game (something that I was worried about on seeing your submission).
- +1 for the arcade carpets

The improvable:
- I think that while the duplication mechanic was new, it was a little hard to use. I spent a lot of time duplicating the box to get it on the ledge in one of the last puzzles. I think you could find a really cool and innovative use for this mechanic though! 
- I think the feedback / indication to what is and is not interactable in the world could have been done better. I spent a fair amount of time just clicking on props that turned out not to be scalable so that I could solve the puzzle. Maybe have a middle state of the reticle that indicates what you are mousing over is interactable, but you are still too far away from. Another solution to this could be to have a particular visual language for interactable objects (i.e. one color palette, a particle effect, etc...).

All in all, a good game! I really appreciate the technical merit on display here from both a visual and gameplay perspective. Wish you the best of luck!

Developer

Thank you for trying it out!!

The duplication mechanic was a bit finicky even when I was developing it. Unfortunately due to limited time, I couldn't really iron out those issues, I just went with "it works for now"

As for indicating whether an object is interactable or not, I could use stencils to outline the objects when the player hovers over them like the original game. For the time being I went for the crosshair increasing in size and becoming solid white when hovering over an interactable, but the stencil should be easy to implement.


Thanks for the feedback I appreciate it!

I wish you all the best

Submitted(+1)

Very cool take on the superliminal game. Several reference to the game which i thought was really cool.  Really seems like a hard concept to nail down for a game jam, but you definitely managed it. a few odd behaviors (duplicate objects bounced , I lost a few objects in the floor by making them too small) but overall this was implemented very well. especially with minimal time limit. 

Developer(+1)

Thank you! for playing and for the feedback.

I'll try to see what I can do about the duplication, they seem to spaz out when they spawn inside one another. 

As for preventing the players from making the objects too small, I'm going to add a size limit. 

If I remember correctly, the small objects problem was also in the original game.

Thanks again for playing, I appreciate it!

I wish you all the best!

Submitted(+1)


There was a lot technical mechanics were involved. That is not an easy thing to do. I don't prefer this type of graphics but the light effects were very cool.

I had trouble about the scaling part, I could not scale the boxes the way I wanted sometimes. I never stuck on puzzles but I can see some people will and I did not get the forced view parts.  Unlimited pick up range was weird but I guess you had to use it. Some objects were sometimes pick able and sometimes not.

It was a little more like a tech demo but levels were actually given some thought.

Developer

Thank you for trying it out and providing feedback.

The original game had a more semi realistic lighting so I decided to go for a retro style.

As for the scaling, I could have included a little tutorial on how to do it properly (something I'm going to include in the next update).

The pick range isn't unlimited, it's just high enough that it seems  like its unlimited (had to save performance)

And as for the confusion whether or not an object is pickable, I can include an object highlight on hover mechanic (currently only the crosshair expands a bit and turns solid white).

Again, thank you for the feedback, it helps me rectify the oversights made.

I wish you all the best!

Submitted(+1)

I just want to say, the visual style on display here is incredible - excellent use of post processing effects and materials, really hard to believe this is an Unreal Engine game. The scenery and level design was also very good and definitely reminiscent of the era of gaming you were going for.

While I understand that this is mostly a reimplementation of the base gameplay of Superliminal, I think you've done a pretty good job of that - it certainly doesn't seem like an easy mechanic to replicate, and I thought the actual scaling worked fairly well in practice.

On the flip side, the engine may have caused a bit of friction regarding the physics aspect of the game - I had quite a few of the scalable objects bounce around randomly after scaling them, and had to fight to keep a few of them on their buttons. Also ended up soft-locking myself the first time around with the mirror, as it fell over once after I went through it.

Think there's definitely some interesting ideas you could explore with this concept, and would love to see some of the additional ideas you've previously mentioned implemented on top of the base mechanic. Great job on the entry!

Developer

Thanks for the feedback!

The physics were a bit of a fight. Even after disabling the character's ability to push and interact with physics objects, The engine would constantly bounce them around. I ended up increasing the weight of objects to counter it, but I guess it didn't work to full effect.

The portal should not move, They were locked in place. Maybe I overlooked it.


Again, Thank you for playing!

Submitted(+1)

Really good puzzle game! I enjoyed the graphics, though I did end up feeling a bit sick after running around a while. 

Submitted (1 edit) (+1)

I found it difficult to scale up objects, I guess playing the original game would have made it easier for me. The graphics are pretty cool

Developer

An oversight on my part, Apologies.

I should've made a simple tutorial area explaining the mechanics, but I went for the same style the original game went which is letting the player figure it out themselves.

Thanks for playing it though, I appreciate it!

I'll check out yours too

Submitted(+1)

The game's quite enjoyable and the puzzles are well thought, well done! 😄

There are only a few instances where bugs can break the game, but they are minimal and it feels quite stable overall. The only thing that irks me is that it takes an already existing idea instead of trying to innovate, but I can't blame you either since Superliminal is just the type of game that fits perfectly in this jam 😛

I can see from this demo that you have a nice skill set of programming abilities, keep developing those abilities and you will go far! Good luck! 😁

Developer

Thanks, Polanski!
I had some ideas that I wanted to implement on top of Superliminal's mechanics like a mirrored world that you enter through a portal, giving players a fake perspective of the world around them in terms of size e.t.c, but I wasn't able to implement them due time limitation. I started quite late, and it took a while to iron out the core mechanics of Superliminal. The main menu and level select menu were heavily rushed and so don't look that good, and the pause menu was taken from another game of mine.
As for the bugs, hopefully, I can fix those and make a proper documentation on GitHub if anyone wants to use it and implement their own ideas.
I'll be sure to check out your game too
I wish you all the best!

Submitted(+1)

I had a great time playing the game and really loved the retro vibes. The levels were both challenging and enjoyable!

However, I encountered a minor issue in the initial demo area where I got stuck multiple times due to the yellow cube being trapped. The room got locked when I picked it up from other room, making it impossible for me to retrieve the cube and forcing me to restart the game.

This issue:


The view of the final level (3) featuring a pier and a lighthouse was quite impressive. 

Certainly worth playing!

Developer

Thank you for playing. I’m glad you enjoyed it and I apologize for the bug. I know what might have caused it. There’s a 0.2 second delay when you pick up the object to when the forced perspective kicks in. During this time, the object lerps to the center of the screen. So, if you quickly pick and drop the object, it may not get a chance to scale and appear in front of the door.

Again, I want to apologize. I knew this was an issue but decided to publish it anyway.

Submitted(+1)

It's great to hear that you're aware of the issue, I can understand the challenges that can come with game development. 
Despite the hiccup, I genuinely enjoyed playing and I'm sure others will too. 
Looking forward to future updates and improvements. Keep up the good work! :)

By the way, one more thing—I noticed it launches Steam VR in the background always when I ran the game.
Are you planning to make it for VR too?
I guess it would be a great game for VR as well!

Developer

yeah, I'll definitely be fixing that issue and adding more levels.
As for VR, it wasn't planned, I forgot to turn off VR in project settings but it's weird that Steam launched VR since Steam Integration was disabled.

Submitted(+1)

That's great to hear that you are planning to add more levels!

Regarding the SteamVR problem, I have SteamVR installed on my system, which might help to better understand the issue.
I think it's possible that it activated when the game requested the HMD, as similar occurrences have happened to me in various VR games as well.

Viewing comments 20 to 1 of 23 · Previous page · First page