A small and unhurried story about devious passages of the trapped human mind. Begin in the middle of oblivion as shadow and take a walk through every chamber of this place to find all shards of lost personality. Can you find the way out?!
Screenshots
Info
This is our first Ludum Dare entry and our first game ever. A lot of experience was gained and a lot of features weren't implemented. :smile:
Controls
- WASD or Arrow Keys to move. - Space to start/go to the next level. - ESC to go back to the main screen/exit the game.
Known issues
- Currently, the game forces fullscreen without the option to switch to windowed mode. - Eats memory like crazy. - Can skip a level by going into the main menu and playing again.
Post-Jam changes
- Fixed typo in the word "space" on all screens. - Removed unused assets. - Enabled logging. If the game crashes, please, send us the `output.log`.
Tools
Rust - the programming language of choice. Sublime Text - best IDE ever. Sublime Merge - GUI for Git. Adobe Illustrator - for making art. DragonBones - for animations. Dropbox - for sharing work with the team.
Hey, cool game! I like the idea and the implementation. I've noticed that you have programmed it in Rust. In your experience, is Rust good for game development? I never programmed in Rust so I am curious.
@nikolay-zapolnov Rust is great, I like it a lot. I'm not very experienced with it, especially with Borrow Checker. But I had almost no problems while working on this game, that's probably due to ggez (game framework that I used) having a good architecture.
Overall, Rust is a bit slower to write than other languages. So, for prototyping it isn't as good. But if it compiles -- it works (most of the time). I'll continue to use Rust for any future projects including future Ludum Dares :)
This game really gives you the itchy feeling when you're trying really hard to remember something but can't :D really cool idea, also great music, that was my favorite part i think!
I liked the music, and the concept. The menus and controls were functional and the gameplay was intuitive. But the lack of depth really lost my interest after a couple of levels. More interesting end-of-level screens and mechanics (as well as faster movement) would have helped a lot. Thanks for the game.
Congratulations for this game! A really enjoyable music, and overall great ambiance; the graphisms are simple but smooth and efficient. This game probably would have deserved a few other mechanics, as it got repetitive though.
My favorite game so far! The music is amazing and gives a nice touch to the gameplay. I like how the maze gets more complicated and that you can unlook parts of the picture. Great work!
It was a pretty cool experience. I loved the part to part build up of the picture, where you could already at the start to think about it, "what could it be"
You could implement some kind of very small hint of where the collectable is, but next to that I really loved the game for what it was.
I really like the core concept of this, the art-style and the light revealing mechanic is really cool.
I really want to like it all the way through, but at some point it becomes too similar, just harder, for me. I would have really liked to see the challenge evolve over the course of the game, instead of just making the mazes larger and larger without adding anything else.
This has a lot of potential, so please keep up the good work!
Wow, this one was great! The mood was on point, and you had me so intrigued that I just had to finish it. It would have been nice to have another mechanic added as you go, but the main mechanic was very effective. Great job!
I was able to beat it! A maze itself is not too exciting for me, though seeing the picture come together was nice. It'll be nice if there was a better sense of progression like increasing what I could see or faster movement. Does finding all the pieces of the maze make the person realize it's his birthday? Anyway keep up the good work.
Interesting game, however it seems to be mostly an interactive concept. The main gameplay is quite linear and repetitive, and fairly prolonged by the reveal sequences. Game levels tend to innovate from level to level, whilst I found myself repeating the same process over and over. The music mostly kept me going though, it's really nice.
A simple concept but beautifully executed. The atmosphere had me hooked from start to finish. The final few mazes where the passages become narrower were intimidating at first, but ironically they actually made things a little easier as my effective sight range increased. XD
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Overall, Rust is a bit slower to write than other languages. So, for prototyping it isn't as good. But if it compiles -- it works (most of the time). I'll continue to use Rust for any future projects including future Ludum Dares :)
I penetrated through these corridors
and I went through that last segment
where I went through these dark serpentines
I passed through that corridor
where they sat, where they are
and when you penetrate to the most high Mindmaze
you will believe you are mad
you will believe you've gone insane
but I tell you if you follow the secret window
and you die to the ego nature
you will penetrate this darkness
(5/5 mood)
I loved the part to part build up of the picture, where you could already at the start to think about it, "what could it be"
You could implement some kind of very small hint of where the collectable is, but next to that I really loved the game for what it was.
Well done, very good Job.
Had a lot of fun "
I really want to like it all the way through, but at some point it becomes too similar, just harder, for me. I would have really liked to see the challenge evolve over the course of the game, instead of just making the mazes larger and larger without adding anything else.
This has a lot of potential, so please keep up the good work!