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Paul

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A member registered Oct 27, 2014 · View creator page →

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The website says pre-orders begin in July? Is that too optimistic?

Fantastic! Can't wait for the technical posts on this. Maybe I need to get a Playdate now.

+1 for sprinting. Good for large areas, good for speed-running. Doesn't break the game. Feels good.

"if you can sprint, why wouldn't you just do it the whole time?" -- because you'd fall off ledges a lot, and it would be difficult to get things to line up as accurately. But if someone was able to do it, is that a bad thing? I would definitely use it to get from place to place, and then walk around the actual puzzles while I figured stuff out. Then sprint to the next one.

Thanks zorginvasion, I'll give it another go. Your comment reminds me of something I was thinking about when playing it. That the puzzle itself is so big, I found it difficult to get a good overview of what was happening. I couldn't see everything at once so I lost track. I typically find it difficult to remember a lot all at once, so I need to be able to see it. The fact that I couldn't find a good vantage point to see everything was probably the biggest problem for me.

At one point, either during these attempts or in another, I ended up trying to get a view of the puzzle by looking off into the distance at the duplicates, but they weren't really clear enough. I think it would be cool (probably difficult) to make the distant duplicates function as a sort of heads up display so you can see the entire puzzle from a distance while interacting with it locally. Anyway, just a thought.

@William - Good to hear. I will, of course, try my best to break every iteration of the portals until they are perfect. I'm not sure what can be done about shadows in Unity. I've always struggled with that.

I've seen it before on some of my projects. I think it might be the texture atlas for Arial or another font somehow being rendered?

Wasn't able to submit this as a bug within the game at the first screen, so here it is:

That upside-down inside-out (whatever it is) font texture appears when you alt-enter from fullscreen to window or vice-versa.

Yeah, tried re-installing and it just downloaded the previous version again.

This might be helpful if you're trying to see what it looks like when someone completely fails to solve a single puzzle for 20 more minutes.

Short clip looking at some of the visual glitches.

(1 edit)

My first gameplay video, beginning part way through World 001 to through to World 002. This is from my second session, but first time experiencing the puzzles. Hopefully my thought process is pretty clear from my movement. I spend a bit of time fussing with the portal doors. Honestly, I dislike the way those doors are implemented. You can get stuck on the portal if you get too close and it looks poor visually. The lower resolution image of the world through the portal is quite bad and the visual hiccup that occurs as you move through the portal is very obvious, I hope there is some other way to implement these that could get around the effect.

Speaking of visual effects. While, I like the overall visual style (it is what drew me to the game), I think the outline shader is a little lacking now that I've seen it up close. I know it is a complicated technical problem, which I wouldn't be able to solve, but from a player's perspective, I find the small visual glitches on structures from certain angles and especially at further distances to be distracting because the overall style is so clear and clean that any little flaw jumps out. Similarly, the jaggy shadows are a bit annoying in such a clean environment.

The game runs fairly well on my PC, which isn't a monster by any stretch of the imagination - however the frame-rate drops below comfortable levels for me when I run it in 4K (3840 x 2160), which would be my preference, so (if I remember correctly) this was running at 1440p while recording. Just as a comparison, Doom 4 runs about 30 to 40fps on maximum quality in 4K on the same machine, but most new games run a fair bit slower than that, so it's actually pretty typical for a new game, performance-wise.

Controls feel pretty comfortable using an Xbox 360 controller. I don't feel the need to break out the keyboard and mouse for this type of game. No complaints there.

For the most part the puzzles that I came across made sense after a bit of experimentation, which meant they were fun and satisfying to solve, but once I got to the giant tetronimoes, I felt a bit overwhelmed and as yet have not completed that section. I fumbled around for quite some time getting nowhere, and actually got a bit lost. I even accidentally went through previous sections that I'd already completed. I just found that I didn't know what I was supposed to do, or where I was supposed to go. The first area was far easier to navigate in that regard.

I'll upload more videos as I record them (although it takes a long time to upload with my connection so they'll be a bit delayed).

I agree that World 002 feels like it needs to guide the player more, considering it is so early. I had the same experience as others with the tetronimoes... felt overwhelmed and gave up before solving it ( have some gameplay video of me being baffled which I'll upload soon.).

The stacking solution made sense to me, while I wasn't certain it was the intended solution I sort of feel like the game should feel like any solution is "intended", so if you climb a tree, then the game should make that feel just as correct as if you stack the blocks. Sort of like an open puzzle. Anything short of glitches should be considered "correct".

I'm experiencing #1 also. It doesn't take quite quite that long for me, but it is longer than is comfortable - about 25 - 30 seconds. I imagine a lot of stuff is loading in the background. Might be worth putting a loading spinner or something on screen while this is happening.

Yeah, I did the exact same thing.