The Recursive Dollhouse
A very strange game about a very strange dollhouse. A surreal first-person puzzle game created in 72-hours for Ludum Dare 37.
This game is funded through Patreon. Many thanks to the following:
* Adam R. Vierra
* Joshua Jennings
* XanderHD
* Tommy Pedersen
* Jacob Clark
* David Lin
Made in Tech Valley Game Space!
=====
Change Log:
v1.0.1 - Updated the Credits with full names and more information. Fixed the code-entering problem where hitting ESC will bring up the pause menu, then return the player to key entering mode without a cursor visible.
v1.0.2 - Added WebGL build. The only changes in these are: incompatible image effects are removed, and a significant effort has been made to support better cursor locking and release.
This game is funded through Patreon. Many thanks to the following:
* Adam R. Vierra
* Joshua Jennings
* XanderHD
* Tommy Pedersen
* Jacob Clark
* David Lin
Made in Tech Valley Game Space!
=====
Change Log:
v1.0.1 - Updated the Credits with full names and more information. Fixed the code-entering problem where hitting ESC will bring up the pause menu, then return the player to key entering mode without a cursor visible.
v1.0.2 - Added WebGL build. The only changes in these are: incompatible image effects are removed, and a significant effort has been made to support better cursor locking and release.



Comments47
The game mechanics are really simple, and are introduced gradually, the puzzle design is really smart, not too linear and not too difficult. The graphic style isn't distracting.
Almost perfect game!!
The changing music was a nice touch.
One of the best games in this LD.
The audio seemed a little glaring at first launching up, but once it started changing pitch through the rooms, I came to like it, really helps with the immersion!
Though graphically its not amazing, the choice of colours are nice, just enough to hint towards theme of the game. I also really like the subtlety in the backgrounds when you enter the rooms, being able to see the previous room out the windows. Was that created using a sky-box image generated from the previous room or a scaled up version of the room?
A lot of fun to be had with this concept, transitioning between the rooms felt a little clunky and after a while the rooms did feel quite repetitive, but overall great mechanics.
Nice tutorials for the mechanics, though the puzzles didn't seem to encourage much exploration, may be due to the small room space not sure. The puzzles also felt fairly linear. Barely had to think about the numbers because often times I got given exactly what I needed when I needed it. I like the nested puzzles though. I imagine it being quite easy to get lost as there's no real indication as to what room you're in and they all look the same, something to encourage the player to look around may help with bearings.
Overall, loved playing this, reminds me a little of the game we made for LD.
-Comment on behalf of MrDinosaur. (http://ludumdare.com/compo/author/mrdinosaur/)
The only thing that really concerns me is, well, the theme. I guess technically all the houses are in the same room since they're inside of each other, but mechanically it really does turn out to be a lot of rooms for the player to visit. I'm a bit conflicted there.
The main mechanic of course is really cool! I only wish the player would've snapped automatically to land into the room after jumping close enough, kind of like how one enters Big Boo's Haunt in Super Mario 64?
Would love to hear something about the technical details! Did you really just put models of increasingly smaller scale into each other, or is there some clever unloading mechanism going on?
The music was nice, but I have to say the main instrument was a bit... shouty. Kind of harsh. So I had to turn the volume down. But the composition was good! Nice sound effects too.
Got a little bit tedious in the third segment where I felt I was mostly just following a linear thread through the houses, but the first two segments were a lot of fun. Did the last segment perhaps suffer a bit from the deadline?
You introduced new mechanics/concepts in a very good way by having the player simply do the thing to have something happen immediately, without having to think at all, just to be able to understand how it works, before you moved on to actually doing something interesting with each new mechanic.
Loved the idea of having to read the numbers off of the keys after shrinking down! And a nice touch, of course, that the number cannot actually be read before the key scales up, with only some blurry glyphs to be seen on the small model.
Scanning quickly through the comments, I take it you're already aware of the game-breaking bug with the interface to entering codes. Fortunately I only just about got it, but managed to pass since the buttons I needed were just slightly in frame, and after that I knew to be careful before I entered each new code.
Excellent work!
The game feels very polished, from the menu to the options to the tutorial parts. Just overall a very good puzzle game.
Music was cute at first but had to turn it off after a few mins lol, was driving me insane
I think the mood of the scene could be improved isf if there was geometric clutter in the room, and if those jumping balls had some sort of "circus ball" texture on them. That would fit music well. Some highly tiled crispy texture with geometric patterns (kinda like kid's room wallpaper) inside the houses could work as well.
The core mechanic is interesting, and it probably ate the most development time.
Overall great job though
Otherwise, very nice game - I especially liked the way that the music volume varied. The music itself was very fitting.
The puzzles were fun and made good use of the game's central mechanic.
Jumping into the smaller room was a little finicky. I would jump on the side or walls of the smaller room. I would either have to fumble into the room or jump off and try again.