Doesn't seem to have changed much from when I last played, but it's a good prototype. The diorama model looks appealing, though it runs the risk of aggravating pixel hunting with contextual camera angles. It might be interesting to let the player cycle through all available choices in a scene, or otherwise use a special shader for selectable elements. It's interesting to imagine how this might scale to more complex cases, because that will probably create a bunch of other issues too.
Viewing post in Little Locked Rooms jam comments
>Doesn't seem to have changed much from when I last played, but it's a good prototype.
Not sure if you played the new version, the WebGL version was outdated, I just uploaded the new version. It's true that is mostly the same, though, but it has a few more things: an actual background, hints, animations and system that ranks your performance.
I'm interesting in your phrasing 'prototype', would you mind sharing what is the most prototype-like thing? Because ideally I want to avoid that notion, the actual game will probably look fairly similar to the demo.
>The diorama model looks appealing, though it runs the risk of aggravating pixel hunting with contextual camera angles.
Hm.... Yeah, it's just something I'll have to keep receiving feedback, I think.
>It's interesting to imagine how this might scale to more complex cases, because that will probably create a bunch of other issues too.
Yep, for sure. More complex cases will get translated into multiple dioramas. Hoping I can make that shit intuitive.
Thanks for sharing your thoughts!