~POST COMPO VERSION 1.1 OUT NOW~ Hey so please play and rate the compo Web or Windows versions, and after you do that, check out the post compo versions! I overhauled the controls and took out the music cuz they both sucked. I'll eventually finish it with good music, more levels/art/water instead of a ball/etc. Thanks for the feedback y'all :)
CONTROLS: WASD and mouse to move around (E and Q as well) Hold shift to slow movement/rotation. Click and stuff. physics make things happen.
4 Levels, and once you beat level 4 it flips back around to Level 1 so you can leave after that happens. I'd love to make more, but I spent most of this weekend being social for some reason, which is why this is a jam game.
The music was conceptualized and made in like 10 minutes using only a violin, so it's not very good.
The idea for the game came from the Taoist concept of Wu Wei, or action by inaction. Applied here, the seed's natural state is to fall, so the player has to guide it to it's destination.
Also The Incredible Machine.
[UPDATE 1.01] Fixed a bug where selecting anything but a selectable object caused the game to freeze. Forgot to put in that one line of code that makes that not happen ;p
[UPDATE 1.1] Fixed all the controls, took out the music, and fixed the graphical glitches. More updates to come!
Nice graphical style and overall concept, but the music felt very repetitive and the manipulation interface was frustrating enough that I couldn't make it past the second level. I kept wanting to manipulate objects with the mouse and the control mapping worked against the Taoist theme because it was view-independent and unintuitive.
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hamster_mk_43 May 2013, 05:34
I was clicking on stuff but nothing was happening aside from the ball falling.
@hamster That bug has been fixed @Julian Yeah I've got a new version now that fixes the awful controls :P. I'll post it as an addendum once I work out all the kinks.
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Monxcleyr Productions3 May 2013, 05:50
Great concept. The controls were a source of frustration for me, and so I wasn't able to get as far as I'd like. The basic design has a lot of promise though, and I imagine the player would eventually have to create complex Rube Goldberg-like machines in order to progress. The visuals were appropriately clean, and the music was decent (although repetitive).
I really like the look of the game. The music as well was too repetitive for me. I also felt like if I moved, the control scheme to move objects should be relative to me. For example, if I rotate 90º to the set up, W,A,S,D should now be relative to my current rotation. I know that makes things a lot more complicated, but that's just how I was feeling.
I love the idea of this game, I just got really frusrated with the controls, there has just got to be an easier way to do it. Maybe just lock the position of the player so he can't move so there is not so many options to move the direction of the object.
Nice! Making controls for basically 3d, 6 axis manipulation is a *very* difficult task, so you shouldn't feel bad about yourself for not making in perfect.The clever folks at google barely made it usable in SketchUp, and I'm pretty sure they had more than 48h to do so :D Adding a story to the controls might have helped ease the frustration - like, for example, the keys control flying drunken dwarfs that move around the objects, or some magnets or something. Something that is between the player and the manipulated object, so that you can blame IT instead of the game controls. Than again, that would collide with the minimalism theme. Good entry nonetheless!
As you already know the controls need some work. It would be nice if the game detected that the ball hit the floor or stopped moving so you didn't have to manually hit "R", but that might be personal preference (maybe someone wants to use the floor as part of their setup). I liked the music, even if it was a bit repetitive. Some sound effects for the ball striking things would be nice. I certainly like the base concept though, so keep working on it.
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@Julian Yeah I've got a new version now that fixes the awful controls :P. I'll post it as an addendum once I work out all the kinks.