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Misdirection Studios

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A member registered Oct 06, 2019 · View creator page →

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Thank you very much for the feedback. It's great to hear that people enjoy trying to master controlling the car. I still struggle to control it even though I spent the game jam making it feel like it could be "mastered" and not completely out of control (the control scheme doesn't help, but that's intentional).

I actually started brainstorming on turning the game into a party game of sorts just after submitting the game as I was thinking while developing that "this would be impossible to control with 3 other people".

I admit the game does feel like a prototype more than a finished product, but game jams I guess are all about seeing what you can create within a time limit. I did have to make the level a bit more "open ended" where you can go through the checkpoints in any order instead of a traditional start/finish (similar to the TrackMania series) in order to help get the game finished in time as a few other external factors came into play (not defining a scope, getting sidetracked and working on things that had minimal impact to the game etc.). It's all part of the learning experience!

Thank you for the feedback. It's good to hear that people are enjoying the mechanics of the car.

Yeah I did run out of time (both lack of defining a scope for the project and personal reasons), making the game feel like a prototype, which I can completely understand. 

When I was discussing the game with friends just before submission, a few mentioned making that it could work in a multiplayer environment. I've started brainstorming a few ideas on how the game could be improved later on as when I started working on it more and more, I came up with new ideas and wrote a few of them down to try after the game jam.

Hey eevee, thanks for the feedback and glad to hear you had fun! I've incorporated new textures into the latest build (multiplayer zip) as when I was developing the gmq version, I was focused entirely on getting the mechanics working reliably but now having had a bit more time to focus on it have added some textures to help tell when your moving. I'm keeping the gmq version up so people can see the difference between the game jam version and the revised build. 

Thank you! Glad to hear you enjoyed the mechanic!

Impractical Problems - A 3D first person puzzle-platformer that lets players change the way that objects interact with the game.

Hello everyone! Finally gotten to a stage where I am proud to publish the demo of a game I have been working on for some time now, Impractical Problems!

Impractical Problems is a first person puzzle-platformer which takes inspiration from games such as Portal and Quantum Conundrum and plays with the idea of completing puzzles by changing how objects interact with their environment!

The two main mechanics in the demo are:

  • Ice, which makes objects friction-less and increases your movement speed when running on it
  • Glue, which makes objects stick to the game environment

In the demo the levels are:

  • Two main introductory levels split up into smaller puzzles!
  • Sandbox level (which the above gameplay is from) where you can experiment and play around with the game's mechanics!
  • Creative solution level, where you are given the tools and come up with your own idea on how to solve the puzzle!

Check out the game for yourself here! https://misdirection-studios.itch.io/impractical-problems

Now this is still in development so some things are subject to change, but I'm happy with the direction the game is progressing, and based on testing with others, the concept seems good!

Feel free to give the game a try for yourself and let me know what you think. Your feedback is greatly appreciated!