RoomOne
At start, I wanted to create something using one of the shaders which I had developed recently - something which could be really clean with a quiet aesthetic - a project between Antichamber and BoxLife. This last convinced me that it was possible to create a solid project really addictive exploiting only a few simple mechanics. So I did RoomOne - a 3d puzzle in which you must collect 7 stars so as to increase your aptitudes, jumping higher and running faster, etc - trying to find a way in order to reach the next star. I guess that it could be really hard to break this game in less than 20/30 minutes, and I know that you have no many time to play with an oodles of projects which have been developed during this week-end. In consequence I did a video in which I finish the game in 2 minutes. Please try this project and give me a feedback, even if you have disliked it. Write a brief message and I will visit your own page too in order to test your project. Thank you for playing. I wish you the best ++
WASD to move,
Space bar to jump,
R to restart,
Escape to quit,
F12 to know your FPS,
Up/Down arrows to modify mouse sensitivity
Twitter - @geckoo1337
WASD to move,
Space bar to jump,
R to restart,
Escape to quit,
F12 to know your FPS,
Up/Down arrows to modify mouse sensitivity
Twitter - @geckoo1337
Genres: puzzle



Comments65
Really loved the game, sort of feels like antichamber in a way. If you continue to make this game it could definitely be as successful as antichamber.
11/10 teach me sensei
It has very good mechanic that changing everytime. :)
The music's very soothing, and as much as the sound effects aren't bad, they do sound a little bit cheesy and out of place.
The whole aesthetic and movement style gave me strong Antichamber vibes. Very abstract and impersonal, in a good way. It was an interesting solution to use disconnected solids to form your walls; I doubt the shaders would have made standard geometry visible so that's probably where you got the idea, but the end result looks very unique and helps both the themes and the puzzle aspect (I'd imagine if I got further in the game I'd be able to cross through some of the walls)
Nice work.
I kept getting stuck after the first start (sprint). Though I think I was doing the game out of order, maybe? It would be nice to have a few easy to get stars as the beginning to serve as a tutorial and then have the difficulty ramped up. I was unable to find "the golden path".
I got almost all stars (including that was on the top of pendulum) but stuck inside the box under the spawn. I know is solvable, but bit hardcore to me.
Thanks for the game!
I like how the level is designed, but falling to my death could become frustrating. Perhaps just making the player respawn at the start position would be better, as the player only re-executes their previous method - after all, you can never trap yourself (which I think is good design).
Good base for a FP game concept where you can explore an interesting world and do not have to kill all the time.
I'm afraid I didn't mange to complete it but I did watch the vid!
Excellent work. :)
It was pretty fun to play and I loved that you included a way to modify the mouse sensitivity (it was too slow for me). Splendid job overall.
Do you think you could try to make a linux/mac binary as well?
The only downside is that it's very frustrating having to start over every time you fall. I ended up giving up after the second to last star because of this. Just too much effort to start over.
Grr...those shrinking and growing puzzles (both your character and the gems) were infuriating: you could miss your jump and be unable to grab the sphere star after growing back to normal size. From the irreversible sequences of action that have dire consequences, to the fact that the location of all the stars are not obvious, I constantly felt like I had to read the mind of the developer with very little hints to aid me to each solution.
It's cool.