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infinidie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #759 | 3.639 | 3.639 |
Overall | #1634 | 3.178 | 3.178 |
Presentation | #1808 | 3.230 | 3.230 |
Enjoyment | #2523 | 2.664 | 2.664 |
Ranked from 122 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?
you roll a die around
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Had a lot of fun playing the game and I think the graphics are mind-bending. As a programmer I don't even know how you would begin to make the movement of the die. Really awesome idea and great submission!
I would check the input direction and then according to the current cube normal i would use different anchors/axis for the rotation, when no cube and valid move id use 180 degrees as opposed to 90. (im hoping to go over it in a video on my youtube channel zerokelvintutorials) As for moving the cube through the illusion that was a bit trickier, having to toggle on/off different layers. Seeing as how you programmed similar mechanics, how did you keep track of what number of the die is "up"? I use raycast towards -normal to see what plane it his (my cube is made of 6 faces) but I wonder in what other way it could have been solved.
Wow! That's really interesting, I had a feeling it was something to do with toggling layers but I couldn't put it all together myself. Really impressive. For my game, I used Unity and kept track of the object rotation and original face direction vector. Each time you move, it updates 6 vector variables based on the new rotation, where each vector corresponds to a side. To check to see if a certain side is face up, I simply just check to see if the face vector is equal to Vector3.up, or (0, 1, 0). I tried to keep it as simple as possible and this solution works pretty well. I hope that makes sense haha.
that makes sense, just to make sure i understood correctly, you rotate all the vectors (which themselves represent a face) when rotating the cube and simply get whichever is currently Vector3.up to know it's the one facing up?
A cute "game". Could have used a bit more freedom of movement and some camera juice and better graphics but a really creative entry.
I limited movement to the 3 faces where their "normals" (opposite direction of floor) are visible, as for the corners that allow one way movement only I tried to keep the rolling rotation/directions as consistent as possible. Appreciate the feedback! When you talk about camera juice, do you mean a sort of feedback to match the rolling? like camera shake/zooms? or more of a static "dynamicness" to it, kinda like a constant back and forth swaying to make the level feel "floaty" in space? I guess both are worth exploring.
Yeah, all of those!
A really cool concept. Using an impossible triangle was a great idea!
Making the game space an impossible triangle was neat. You could definitely make a mind bending puzzle game if you really leaned into it. It's a shame that some of the transitions are only one way (e.g. you can take a step forward but then can't step back), I assume it's to do with when the cube is making a movement that is taking advantage of the optical illusion?
appreciate the review! I do wish to explore this concept further. The thing with the one way transitions is that i limit the movements to the rotation/directions the cube moves along that plane. so for example, bottom right corner, you can go there from the vertical cube column (by pressing left), since it's how left would try to rotate (I only allow it there and the bottom most places since anywhere else would make the "upwards" face invisible). Now, from that inner corner i dont allow it back since usually when it tries to roll to that side it does so by being anchored on the plane facing upwards, and here, it would try to rotate in a different plane. It's what made the most sense to keep controls as consistent as i could despite the confusion with them sometimes.
Cool optical illusion! Would be cool to see some sort of game utilising this effect.
I consider this a game mode of itself but definitely think a more linear+levels design would be cool too. there are a couple of ideas i wanted to explore but had no time to fully conceptualize/develop, so infinite goal generation on one level seemed like the most elegant way to wrap it up.
It's a pity that there are no points, music or anything else. The principle with the optical illusion is nice, but the controls are no fun for me :(
no music was definitely a missed opportunity, i like to think i would have even priotized making it over (more) level design if i had more time.
This was really unique and interesting, love the simple style!
I've seen the root of this idea done by a few other submissions but this seems to take it to another level! Nicely done.
Stylish, pure - gives extra points!
Well, that was interesting.
Relaxing, easy and enjoyable! I hope you get mentioned in the video :)
Trippy game and a unique take on the theme, never seen anything like it! i love the simple art, really effective !
I've seen a few puzzle games like this so far in the jam but this is definitely the most unique. The surreal architecture really changes how it plays. Nice work!
Beautiful in it's simplicity and yet tricky to achieve some of the goals. Sometimes I wasn't sure, why I couldn't turn around a corner and sometimes it wasn't clear, which key to press. But all in all a fun and nicely executed game, congratulations.
glad you enjoyed it :) the ruleset i was following for corners was to only allow movement/rotation in the same direction as the rest of its current plane, so sometime you could theoretically go around a block, except that movement towards that side, from its current plane, is usually anchored at a different spot. It made the most sense to keep the controls as consistent as possible and from going even more bonkers
Sometimes less is more. Love the Escher visual/mechanic. Good brain tease. Great job.
Glad you enjoyed it :) if you like escher you might also like oskar reutersvard
i am so happy to hear there are other artists out there like escher
there's this guy who makes cool isometric stuff too, although more recently seems to go into other sorts of math art but you might also enjoy his work
Regolo Bizzi, on socials as @regolo54
trippy
penrose triangle for life
My brain simply isn't big enough to get the dice to match on purpose. Nifty though.
glad you liked it :) it's fun just moving the cube around, dice matching is just an added bonus any way :P
Very cool mechanic, able to move to the different sides of the shape.
glad you enjoyed it :) I kept it to 3 sides to make sure the goal is always visible,
Very cool and well executed. Wish maybe the controls were with the mouse, I think that could be easier. Also, it became pretty easy once I figured out a system.
thanks for the feedback and glad you enjoyed it :), when you mention mouse controls do you mean clicking on the tile to move to or maybe like some arrows around the cube to click on? Agree on figuring out a system, there are some moves that become almost muscle memory once you start doing them on purpose.
I think arrows around the dice would be a good alternative. Really cool game tho!
Good one, reminds me a lot of the mobile game called Hocus.
Some movement indications would have been helpful
appreciate the feedback, I agree movement can be confusing when switching between some of the planes. Thanks for mentioning hocus, looks like a fun game right up my alley!