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A jam submission

PolytopeView game page

expand. reflect. contract. shrink. find convergence.
Submitted by ubuntor — 1 day, 8 hours before the deadline
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Polytope's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#14.5804.647
Stealth#14.8124.882
Novelty#53.7113.765
Aesthetic#64.0004.059
Overall#103.1693.216
Play#153.1313.176
Harmony#193.0733.118
Kink#302.2032.235
Narrative#311.5071.529
Horny#371.5071.529

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you start early?
had the general idea ("horny nelder-mead") for a while, but nothing created early

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Comments

Submitted(+1)

This isn't normally what 'transformation fetish' means but I'll accept it.

Developer

that did briefly cross my mind when making the transforms section :)

Submitted(+1)

I think it’s totally affine. 

Submitted (1 edit) (+1)

Ah, Nelder-Mead. Whomst among us hasn't fantasized about old-timey heuristic approaches to nonlinear optimization problems?

The audiovisual design here is beyond belief. This is one of the prettiest rhythm games I've ever played, not just among game jam projects but just... in general.

Submitted(+1)

The convergence at the end made me laugh out loud, just amazing. Really loved the sound design, very well put together!
(Couldn't really play it properly because my Z button is out of scope ]:)

Submitted(+1)

i definitely don't understand the concept, but i'm guessing the game is you following a formula of some kind? it looked pretty and had some good sounds but i have to admit i very quickly got sensory overload from the huge amount of information onscreen, the intense effects later on, and the music (which seemed to be quite loud on my end, but that may have just been my sound settings). it was also pretty much impossible for me to pay attention to anything but the buttons on the left side just because of the nature of that kind of game. i guess i could have looked elsewhere if i used the P mode but that didn't sound like the intended experience.

seems like a cool concept and definitely something unique! i just found it hard to follow haha.

Submitted(+1)

You certainly managed to make such an abstract concept feel like an intense experience. I like the juxtaposition between the incredibly complex ui on one side and the easy to understand DRR gameplay on the other.

Submitted (1 edit) (+2)

I don't think I'm fully qualified to judge the things that are happening here, but it is visually stunning. I looked over the source code and there's probably about 10 lines in it that I can describe the function of with some degree of certainty. 

I really wish there was a "complexity" category in the rating. I clicked this right after Horny Bird and I would like to see some sort of prize for projects that are completely outside the range of anything I can imagine how to make.

Submitted(+1)

I have no idea what just happened but it was interesting.

Submitted(+1)

Convergence.

Developer(+1)

convergence.

Submitted(+1)

this is so pretty. also did i just make a shape cum?

HostSubmitted(+2)

ah, nelder/mead, that classic ship

this is the most aesthetic.  it is so aesthetic.  i cannot believe this.  what a feast for the senses.

this is the kind of game that makes me have to ask insane questions like "are you actually doing nelder-mead under the hood or just faking it with a funny blob" because i would not be surprised

what a thing of beauty.  bravo

(tip: if you are right-handed and have ever played guitar games, i had a much easier time putting my right hand on ZXCV)

Developer (2 edits) (+1)

it's actual (adaptive) nelder-mead, done on a 5-cell that's rotated and projected down to 3D :)

...except with two sources of randomness:

  • vertices are randomly nudged by a tiny amount every step, since otherwise the simplex shrinks too much and floating point precision makes the simplex and sphere jitter (which looks great for a bit, until it goes off screen)
  • the gaussian noise in the objective function is to randomize the possible moves after a while, since otherwise the algorithm gets mostly stuck on reflect/contract

long runs of the same move are also condensed to make gameplay better (that's what the yellow numbers on some of the tiles are)