Ludum Dare #37compo
Non Euclidean Room
Non Euclidean Room is an exploration game in a strange land. How many time a room can be connected to itself ?
Your goal is to make a mental map of that room while finding cool visual spots. Then you can hope to escape.
Controls : mouse + keyboard arrows + space to jump + mouse clic/return to activate
You can also play with a gamepad.
Post-mortem, timelapse, glimpse into post-compo version :
http://ludumdare.com/compo/2016/12/23/non-euclidean-room-postmortem/
Update : fixed some very minor control issues I just forgot before submiting : wasd control and escape to exit
Linux and mac build are untested, let me know if they work well (if doors are full black, it's a bug)
Tools : Unity 3D, Blender, Bosca Ceoil (music) and bfxr (sfx)
Made by NuSan in 48h
Tomorrow, I will try to upload a Timelapse.
Your goal is to make a mental map of that room while finding cool visual spots. Then you can hope to escape.
Controls : mouse + keyboard arrows + space to jump + mouse clic/return to activate
You can also play with a gamepad.
Post-mortem, timelapse, glimpse into post-compo version :
http://ludumdare.com/compo/2016/12/23/non-euclidean-room-postmortem/
Update : fixed some very minor control issues I just forgot before submiting : wasd control and escape to exit
Linux and mac build are untested, let me know if they work well (if doors are full black, it's a bug)
Tools : Unity 3D, Blender, Bosca Ceoil (music) and bfxr (sfx)
Made by NuSan in 48h
Tomorrow, I will try to upload a Timelapse.
Genres: puzzle



Comments73
Like the music, the atmosphere is really cool. The portals are nice, I think a way to add to this, would be to have the portals also change the rotation in a way, that by exiting a portal you could find yourself walking on a wall.
Nevertheless, cool game!
PS : I think that you have here a real opportunity to do a great project. You should continue, adding more gaming keys. I wish you the best ++
music 0/10
shader v good yes
+ Game was fun, complete, and beatable; I even hesitated before going through the gate, worried something bad might happen, so nice mood
+ Good tunes
- Collect-a-thon is pretty weak as a main mechanic (but I understand you had limited time)
Nice entry! I enjoyed playing it.
Really, this is a very solid base for a game - the only problem is it doesn't go very far.
The only other problem I had was controls - I was not expecting the default controls to be arrow keys, as WASD is standard for a first person game (especially one where space is jump - it's almost impossible to play a first person game with arrow keys and space).
First, I loved the sound effects. I mean, the music is also great, but the sound effects really put everything together. The "pencil" shader also helps to set the mood.
One thing, is that are all the targets in the same orientation? I had the impression that although the doors changed levels in the room, you never actually walked on ceilings or walls. If I'm mistaken, maybe you could rearrange the level a bit to make it very obvious when the player is upside down.
Cheers!
I like the camera shader and at first the sounds reminds me of Lavender Town of Pokemon Red/Blue. Than I watched in youtube after this Pokemon sound but it was not like your sound. But the strange feeling what I got at the time I've played your game was the same as in the past in Lavener Town. :D
A couple complaints: The sketchy effect being just a static screenspace overlay felt a little rushed (I found it drew too much attention to itself and away from the world), and the puzzle aspect of the game seemed a bit linear (though I can't really criticize you there - I wouldn't even know where to begin when designing puzzles in a space like this!).
Other than that, great entry!
I think the blue targets could look a bit more in-theme though.
Great job!
Controls felt a little strange and unresposive - pressing and immediately releasing forward takes you forward an entire step, for instance. It was also difficult to tell when I was done - when the targets are activated, "2/8" means that you hit the target "named" 2, not that you're a quarter of the way done.
This game hit the theme on the nose, and aside from that one control strangeness, was executed extremely effectively. The post shader was a really cool touch. Nice work!
Overall it was a solid entry and I really enjoyed playing it.
You should try our game : Daedalight, wich is a non euclidean maze game ;)
This is amazing!
PS: You can hold shift to run in your game which increases your movement speed, making it considerably easier to jump across gaps and reach most of the activation spots. You may want to include that in your description or disable the functionality entirely.
The puzzle aspect felt like it should need some more work, in case you decide to keep working on it. The final thingy that I activated was the one located over the gate and I solved it by jumping from a ledge higher up. That kind of felt like I was breaking the premise of the game. The other things needing activation was also quite easy to reach and didn't take much thinking about things. However, as I started, I very much enjoyed the experience and the strangeness of the place and I can see a superb puzzle game in the making, should you continue working on it.
The only issue I had is that first person controller have significant amount of horizontal inertia, and it sorta feels out of place. I also occasionally get a brief dark "flash" when going through portals (meaning for one frame the whole scene is cross-hatched with a darker shade), but it is barely noticeable and doesn't happen often.
Also, there's an interesting technical challenge in making portals.
The one thing I didn't like was the audio. The music quickly became annoying.
The concept was very promising and I guess could have been explored even more. But the lack of more complicated puzzles is of course understandable given the time limit.
- randomhuman