The name was inspired by the fact that I did not have any good ideas for games. So I just made an fps that's mechanically sound, and thoughtstreamed the content, straight from my brain. This led into some plans which did not get finished, hence "under construction." It's a first-person adventure game with no real aim, so don't worry about "finishing" the game. You can close it out by pressing escape.
Controls
- Left-click to grab an item, throw it away, and open doors - Right-click to put an item in your inventory - I to invert the mouse on the Y-axis. (Pardon the lack of a proper menu, I just forgot until it was too late.) - Esc to close the game.
Screenshot
Note
If you want to open the Unity resolution & quality dialogue, hold Shift during the launch, or Option/Alt on Mac. If you're having performance problems, I recommend trying to lower the graphics quality and/or resolution in this dialogue.
The game is distributed under the MIT license, and you can find the source code here.
Hey ! That was really cool! It's nice to see other First-Person games where you can interact with things. We're a pretty rare bunch in these LDs! I was particularly impressed by the carrying mechanic for the note. It's nice to see objects not going through walls due to parenting.
I did run into a bug where the flower shot me high up into the air by looking at the ground while holding it, but alas, it was fine.
Honestly... I laughed pretty hard at some of the humor. Once I started putting things into the bowl that didn't belong, like the fire book, or throwing boring books into it... or the Not As Boring A Book.
You made a game with a solid interaction engine, a fully fledged inventory system, carrying, reading notes, complex interactions, portals, door animations, sound effects for things, and honestly, it's pretty impressive for a Compo submission for a single person!
@aurel The items are indeed very physical, which is also why they can work as rocket boosters when picked up from below. I added an invisible ceiling to avoid players flying up indefinitely ;) Thanks for the very nice comment, appreciated!
I liked that the game recognized the situation where I put the wrong things into the bowl.
Quite little to do, maybe next time you're more familiar (or have got a proper flow into the work going) so you can get a little more things in :) It already looks pretty good with what you have, it just needs more things to do.
If you have issues with prioritization, you could try splitting features into "must have" and "nice to have" and then try to avoid doing the (fun but) time consuming things that do not make the game more complete (just make it nicer looking and so on) :D
I really liked this actually! Sure the gameplay couldn't be added in, but everything it does have seems pretty polished. I liked the dialogue and setups for everything. I was checking everywhere I could to see if there were some easter eggs or other hidden goodies around. I hope you participate next Ludum Dare and finish something, it would be great :thumbsup:
I enjoyed the game! It is like a simple walking simulator game. Graphics and sound effects are carefully made! It would be interesting if it has a story or something else. Keep doing!
This game is better than the sum of it's parts, the presentation is spot on but the problem is obviously that it wasn't developped enough. The FOV is way too high, but that should be resolved pretty easily I believe.
@sevkron Yep, the last thing I was going to add was a small options menu for mouse sensitivity / FoV / usability tweaks like these, but alas, other bugs took that time. Next time!
Comments14
I did run into a bug where the flower shot me high up into the air by looking at the ground while holding it, but alas, it was fine.
Honestly... I laughed pretty hard at some of the humor. Once I started putting things into the bowl that didn't belong, like the fire book, or throwing boring books into it... or the Not As Boring A Book.
You made a game with a solid interaction engine, a fully fledged inventory system, carrying, reading notes, complex interactions, portals, door animations, sound effects for things, and honestly, it's pretty impressive for a Compo submission for a single person!
This is honestly impressive.
Quite little to do, maybe next time you're more familiar (or have got a proper flow into the work going) so you can get a little more things in :) It already looks pretty good with what you have, it just needs more things to do.
If you have issues with prioritization, you could try splitting features into "must have" and "nice to have" and then try to avoid doing the (fun but) time consuming things that do not make the game more complete (just make it nicer looking and so on) :D
Keep doing the stuff you do!
The FOV is way too high, but that should be resolved pretty easily I believe.