I really like the gameplay idea. Reminds me a bit of Jump King. The controls are quite difficult though with you often applying much more force than intended. When you just click or move a few pixels I would expect a small force but the ball goes super fast.
Acurna
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Quite the hidden gem! I really liked the gameplay and theme usage.
Volume settings would be nice.
The execution difficulty is a bit high sometimes with very tight timings and jumps. I eventually beat the whole game but some levels took a lot of tries. You often know what you have to do quite fast but then fail the execution many times. Someone mentioned a lower gravity would be nice, that sure would help.
Interestingly similar to my game😄Especially the start where I had the same "change perspective to navigate around the obstacle".
At the start I got confused a few times what I'm supposed to do and what those cylinders, capsules and balls are supposed to be. The first puzzle at first didn't work and I had to restart so that it properly detected the cube in the cylinder and opened the door.
Maybe playing with a gamepad feels better because the analog sticks allow for smaller forces. Like with keyboard it will always accelerate with full force.
The shader used for the coins is this one: https://assetstore.unity.com/packages/p/urp-simple-toon-shader-243515 Sadly it only supports one directional light and no shadows like most of those shaders, that's why they glow in the dark.
I changed the light attenuation function to be very sharp. As in all lights have the same brightness up to their range and then quickly fade out. One has to edit a file for that, I only edited the upper function: https://docs.unity3d.com/6000.0/Documentation/Manual/urp/lighting/custom-lightin...
I made a custom shader for all materials based on the shader graph example code for the cel shader but actually used the "Simple" shader route and modified it again to be very binary. Instead of producing a gradient I added some math nodes to multiply it with a big number, limit and round it to have a near immediate jump from 0.0 to 1.0. Then added some routing for specular highlights but there is a big in there that I haven't fixed yet. This example package, look at the "cel shading" code: https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph...
My head! 😂 Got stuck in the third level for way too long and thought I'm too stupid for such a game. Eventually actually finished it. Took me nearly until the last level to understand that we are switching between top down and sideview with switching gravities... It's like my brain gets resets every time the world rotates. Makes me wonder how such a game would be in 3D where you can see everything and maybe plan better.
Great use of the theme and color palette. Though technically these are more like Four Points of View instead of Two 😉Just kidding.
Interesting gameplay idea. The controls could need more polishing, both me and the enemies often gut stuck. The enemies are attacking the air a lot. The controls and the goal of every level are not really explained, sometimes you can plant crystals, sometimes turn them into friendlies, sometimes you have to destroy all enemies, sometimes fill all crystal slots.
I lost in the level against the big ones, that one had way too many enemies. No idea what to do there.
Pretty good and fun! Making a portal style game was also one of my first ideas but I went for something else instead.
In saw some colors though that were not really part of the palette, like the room was all kinds of grey for example.
As someone else already mentioned the music is quite repetitive. In the browser version the escape key is not really available and in my games I'm offering tab as an alternative to open the menu and adjust volume levels and such.
What delay?
It's supposed to be a bit challenging and I wanted to have it be somewhat dynamic and physical. Maybe it's a bit much, maybe it's an odd mix between typical platformers and these more physical ball steering games.
I already reduced the difficulty of the puzzles, before the dices were quite hard to flip and the spheres were rolling around way too much. That also made it fun though. I feel it's hard to balance difficulty. I wanted it to be somewhat tricky to be a fun challenge but still relatively easy instead of some trivial "grab box and drop on button" stuff. It should be a "Ah I managed to beat this slightly challenging / non trivial puzzle! Yay!".
Kinda the same here. I just submitted mine. There is still one big thing I would like to add involving a custom lighting shader in Unity which I can't find any documentation on... Besides that it went relatively smoothly but I feel rather burned out. I did another game jam shortly before and that all besides my normal job...
I could add more stuff to my game and make it longer but that just seems tedious both for me and the player that probably already played similar games plenty of times. My custom lighting idea would have allowed interesting game mechanics though but there comes the lack of Unity documentation...
Yeah it's surprisingly complicated with a lot of tactical decisions. I barely had time to playtest it. Those five elements and the various combinations with the self cleansing throws up a bunch of tactical questions. No idea how to play my game the best. Maybe there is a super specific meta way to play.
Nice! I got to level 21 before a single enemy slipped through. Lost in 22, got totally stomped. Not sure what I could have done differently. Maybe the game could need more indicators like range and cooldown to make it more transparent what went wrong. Maybe cast time was an issue with such fast enemies?