fun game! felt a bit like Antichamber but in 2D and without knowing what my orientation in "real" space was haha. quite the mind bender.
Play game
Euclid's Path Finder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution) | #24 | 4.718 | 4.718 |
Overall | #53 | 3.929 | 3.929 |
Gameplay | #58 | 3.615 | 3.615 |
Audio | #68 | 3.564 | 3.564 |
Graphics | #75 | 3.821 | 3.821 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Wow my brain has muscle pain. I couldn’t get very far (the first block dropping puzzle) but I definitely want to sit down more properly one more time in case you make a post jam version with some quality of life or other improvements… :)
Crazy idea to even try and make such a game. Can’t imagine how difficult the implementation must have been. And in general it has a lot of charm and character, too. I liked it :)
I don't know what the hell is going on here, but I mean that in a good way
It's a good question. I couldn't think of anything other than the starting area, which is small and uniformly interconnected, but there are a few things which would benefit the game experience
Like a map! But that'd be very difficult to implement, given how arbitrary the world can be constructed. As long as a tile doesn't try to connect to itself (since that breaks some of the assumptions that the interpreting makes in connecting tiles together as the player moves through them), any arrangement of map tiles can be laid together in any arbitrary order. When you can't lay things onto a flat grid, or even reliably transform positions onto a flat grid, making a map out of everything is not going to be easy.
So, I guess the secret to "how things fit together" is "however I want them to, shaddup" with a side of "usually either three, four, or five adjacent tiles to any corner". Making a tutorial or a map for "the developer's whims", to put it bluntly, is not easy!
The solution, I suppose, would be to restrict freedom, and enforce one of those rules strictly (3 or 5 tiles to a corner) which would make maps a little easier to make. Some ability for the game engine to draw perspective would help make a map for the "3 tiles to a corner" curvature, but I don't have any good ideas other than the good old poincare disk for "5 tiles to a corner", which I don't have good math for.
This is incredibly mind boggling, wow! I'm so happy that I could beat it - what a crazy experience. I have nothing to say, only that I'm still trying to wrap my mind around how everything is done, and how you could create puzzles and mazes that in the end make complete sense. Like, how? (Maybe looking into non-euclidean will give me some answers lol)
The water section almost drove me crazy, but getting out of it was so satisfying. The feeling of being lost was spot on, added to the tension of being underwater with limited oxygen.
Also, the music reminds me of World of Horror with its cadence, which is really cool. Did you compose it?
I loved it, great job!
The water section was added fairly late in the development of the game, so I was probably a little fatigued, and given its size (22 rooms, each 7x7 tiles in size, but collision behaves poorly if bordering tiles don't match ground with ground and air/water with air/water, so really I've got a 6x6 area to work with) I simply didn't bother with adding generic landmarks that'd just make it harder to get through the solution, which ended up making it kind of impossible to map the area out in your head and build a sense of what's going on and how to navigate it. Sorry about all that.
The music is actually not composed by me- it was something copyright-free I found in the jam raft discord's resources channel (by the name of "8Bit Cave Loop", by "Wolfgang_"). I'm glad I didn't have to make any crummy programmer-music for the game, otherwise I would've been doomed (the sound effects, which are by me, certainly aren't groundbreaking)
Wow, that's unique. Seriously impressive concept. This is what I imagine being trapped on R'lyeh feels like.
Game as an idea is insanely good - has a lot of potential. Game design is good (making a non-euclian game is 14 in itself is a challange) Hovewer, the technical aspects of the game are not so good (sactifices to be made, i get it). First - making jump on W (or stick on controller) is a bad choice (pls, let this trend die with an shitty NES games - watch AVGN to see what I'm talking about). Secondly, the camera movement is not smooth and controller can't control the camera, which is odd. Overall performace (in Web version) is not fantastic. But the game concept is - like BABA IS YOU, but with non-euclian geometry. This has a lot of potential, if done right! Good luck!
The controller thing is a good point, which I hadn't considered before. The game wasn't made with controllers very strongly in mind (there was the real chance there would've been no way to interact with NPCs on a controller had I not thought "wouldn't it be cool if...")
If I make a post-jam version with feedback taken into account, controllers would get better support- using the second joystick to pan the camera as if it were the mouse, moving jumping onto space and one of the controller buttons (A or B, I don't know enough about controller accepted norms to know intuitively which one). Most of all, there's difficulty in maneuvering into 1-block-wide gaps which I really want to make special collision-cases for but definitely didn't have the time to hammer out during the jam period.
I'm confused on the camera part though. What about the camera isn't smooth...? It's locked to the pixel grid, so it can't exactly be perfectly smooth, but it's not disjointed anywhere (the non-euclidean approach made camera position-continuity non-trivial, so I've made sure of this much), and the movement of the camera is governed by a target point, which it moves some small % towards each frame, so it _should_ be as smooth as a 64x64 screen will allow...
Err, if you mean "I can't pan as much as expected", this is for an unfortunate reason. The way rendering works is rigid, deliberate, and not easily expandable. Theoretically the conceptual model I'm using to represent the world could be extended out infinitely, but there is no procedural aspect to the rendering, and each tile would have to be manually added to the queue (with more logic involved as more possibilities arise, like a tile being fully obscured by perspective lines, or being partly obscured but not by a perspective line starting at one of its corners). Right now, the tile the player is on, the four tiles adjacent to that tile (north, south, east, west), and the eight tiles which could be depicted as on the corners of that tile (northwest, northeast, southwest, southeast, westnorth, eastnorth, westsouth, eastsouth), are all rendered in whole or in part. Anything outside of that 3x3 grid is not rendered, so panning further than what the camera allows _now_ would reveal the edge of the tiles (and in some extreme cases, I think you can still just about see that edge anyways...)
Wow. Super interesting mechanics. It's fun to just get lost while playing. Great job!
What the hell just happened? I don't know but I enjoyed some of it. Very very polished entry! Also, I love the simple music.
I do have to say that the orientation with cursor + movement was a bit too much for my morning pre-coffee mind. But maybe if I were more awake, this wouldn't be that impacting.
A truly mindbending game. The blue area took me way to long due to bad platforming on my part. The sign system was a clever idea.
This is a fun concept. I don’t think I have fully understood it, yet. The sign posts are a great idea to not get lost but it feels a bit strange that you can place them in the air.
At first, I was wondering why the character is sometimes out of screen until I realized that I could control the view with my mouse. (I had it out of the screen…)
Also the physics can be improved: Sometimes, it’s difficult to get through holes in the ground. I guess the collision shape of the character is too big. I also got almost stuck somewhere where I could only go down. But fortunately there was a way back.
Otherwise, I really like your game. It is definitely one of the more creative platformers in this game jam.
Wow this messed with my head. Its a cool idea, but I had a really hard time because I couldn't visualize how the world gonna twist and turn when I went in different directions, so I just kinda ended up running around until I progressed. I think a graphic like a minimap that show how the world twists and turns (kind of like in the thumbnail) and where you are in comparison would work really well to fix this.
Very well done! This was a charming and super clever sumbission!
Well, that was certainly disorienting!
It’s must have been hard to implement this kind of thing, so well done!
Not gonna lie, I have no clue about what was going on and the camera felt too dizzying for me. But it's very unique that's for sure, and I really like the look
Leave a comment
Log in with itch.io to leave a comment.