Version 2.0 is the post-jam version. I encourage people to try it out to see where the game was headed, since version 2.0 has sound effects, music, much better level artwork, and some gameplay improvements.
The v1.0 downloads are for the Jam version.
On Linux, run "make" from the "src" directory, and then run "./Oubliette -d ../data". You'll need development packages for SDL2, SDL2_image, and GLEW.
Sorry, that should be fixed now. I had accidentally included MSVCP120.dll instead of MSVCR120.dll, I mean come on now, isn't it obvious which one is correct?
So... I guess you've stopped the development abruptly in order to submit it here. That's okay, the idea is pretty simple and takes focus on exploration. But maybe you could at least animate or flip the character when he faces left?
Overall... it's a very interesting game, with a nice concept, but still "half-made". Can you finish this? It would be great if you did that. :D
Wow, glad I came back to check on this game! Nice work fixing the .dll errors by the way :]!
I love the mechanics of this game. The way the platforming is interspersed with the inner dialogue is awesome! Plus, I'm a huge fan of the way you always "return home" after collecting each of the pieces. Though it took me a while to figure out how to finish the game after completing the 3 parts, because I didn't think to exit through the same door I just entered :b
I think one thing I would have liked to see, personally, is a bit more depth on the dialogue part. The way it's implemented is really cool, but the actual lines themselves are a bit choppy and shallow. It's also hard to relate the game to the story. The shapes (circle, star, diamond) don't appear to signify anything, and when you're presented with multiple doors, you have no idea what kind of choice you're making when you choose one over the other.
By the way, the graphics are pretty sweet. I really enjoyed just shooting nothing (possibly because when you shoot a lot, the explosions on the walls look like popcorn :b) Also, the platforming itself is smooth and the level are well designed. Great game! :D
@DarkMaster: I'm working on a "2.0 post-compo version" with fleshed-out level graphics, animations, and recorded dialogue. You can see in the lower-right hand corner of the first "hub" area what the levels might look like when fleshed-out. I actually recorded dialogue during the competition, but I didn't have enough time to edit it or write the code to play it.
@KirbiKaka: Yeah, I agree that it seems esoteric how the pieces match up to the levels. I wanted to add sigils to label each of the doors, but that got cut due to time constraints.
It was fun and intriguing, with a lot of branching and unstated goals. I did get a little frustrated after a while, not really understanding what effect my decisions had. We seem to have eventually found the "good" ending where you accept your fears :)
I liked the aesthetic a lot, and liked how the main level was a bit more of a departure from standard tile-based games. The jumping and moving felt good, but the aiming was a bit fussy with a trackpad.
I'll admit that I didn't quite get how the levels mapped to the collectibles, nor how the dialog mapped to needing to shoot all the characters in each level, might be more interesting with different types of gameplay based off of the tormentor. But I did get pretty engrossed with finding the treasures, I'm a sucker for that kind of mechanic :)
Finally got round to playing it (built the mac version) -- loved it! Very playable mechanics - I thought the shooting/jumping was almost spot-on. The shader effects really give it a great look. Level design was good, and I liked encountering the different characters.
I also got a bit confused with the looping-back mechanic (but I am usually kinda bad at these games), maybe an extra hint or 2 would suffice?
Pretty damn mood-driven, it's a shame there wasn't any sound to add to this and the characters were rather static throughout. I think some of the themes could be explored a bit more, it was an interesting experience though for certain! Did find the themeing very intriguing.
That was EXCELLENT! I love the graphics a lot (could do with some animations). The core gameplay mechanic is a bit lacking, could be funner. But the use of theme here is great. A few months back I did a take on exploring one's fears at a jam (platformer as well), so I can really appreciate what you accomplished here. Love this kind of stuff, very good work.
I tested the 1.0 jam version. Obviously the game lacks polish due to time constraints but I liked action take on the theme and especially how you managed to integrate it in the platformer format. Now I'll go on playing the post comp version.
I really wanted to 5 star the audio, it is a shame that the jam version did not have any... Anyway, I loved your game! Graphics were good (even in the jam version), controls were very smooth, and the levels were well-designed. Great job!
Interesting and thoughtful, made me think. I liked the pixellated look, and the controls were smooth and responsive without any obvious collision issues, which has been a problem with many LD platformers. Good job!
Comments35
I'm on windows.
The graphics are great, I really like the pixelated effect.
I really appreciate that you tackled some pretty personal, meaningful issues. Talk about beneath the surface.
I would have liked to see some more animations, like maybe a walking animation on the main character. Some sound would be nice too.
Made it pretty impossible.
Anyway, digged the art!
Overall... it's a very interesting game, with a nice concept, but still "half-made". Can you finish this? It would be great if you did that. :D
I love the mechanics of this game. The way the platforming is interspersed with the inner dialogue is awesome! Plus, I'm a huge fan of the way you always "return home" after collecting each of the pieces. Though it took me a while to figure out how to finish the game after completing the 3 parts, because I didn't think to exit through the same door I just entered :b
I think one thing I would have liked to see, personally, is a bit more depth on the dialogue part. The way it's implemented is really cool, but the actual lines themselves are a bit choppy and shallow. It's also hard to relate the game to the story. The shapes (circle, star, diamond) don't appear to signify anything, and when you're presented with multiple doors, you have no idea what kind of choice you're making when you choose one over the other.
By the way, the graphics are pretty sweet. I really enjoyed just shooting nothing (possibly because when you shoot a lot, the explosions on the walls look like popcorn :b) Also, the platforming itself is smooth and the level are well designed. Great game! :D
@KirbiKaka: Yeah, I agree that it seems esoteric how the pieces match up to the levels. I wanted to add sigils to label each of the doors, but that got cut due to time constraints.
I'll admit that I didn't quite get how the levels mapped to the collectibles, nor how the dialog mapped to needing to shoot all the characters in each level, might be more interesting with different types of gameplay based off of the tormentor. But I did get pretty engrossed with finding the treasures, I'm a sucker for that kind of mechanic :)
I also got a bit confused with the looping-back mechanic (but I am usually kinda bad at these games), maybe an extra hint or 2 would suffice?
Great job, one of my favourite entries so far.
Anyway, I loved your game! Graphics were good (even in the jam version), controls were very smooth, and the levels were well-designed. Great job!