Ludum Dare #59compo
Trailwork
A game about exploration, and the knowledge that not everything is in our control. There is no ending, and no interact button, but take a look around and see what places you can find.
- Camera - Mouse / R-Stick
- Quit - Esc
* Audacity
- v1.1 - Fixed the player direction randomly snapping in place
If you've found two "places" and can't reach any others, click below:
!> At the first location, stand at the very start of the hallway, and get a running start. With a little luck, you should have enough momentum to move past the second location.
!>
!> It was meant to be easier to reach more locations, but I ran out of time, and the physics don't quite match the level design. Because of that, some of the "ramps" don't function as intended. But most places can be reached with a little experimentation (and patience).
Controls
- Move - WASD / L-Stick- Camera - Mouse / R-Stick
- Quit - Esc
Tools
* Godot v4.6.1* Audacity
Changelog
- v1.1 - Fixed the player direction randomly snapping in place
Hint
If you've found two "places" and can't reach any others, click below:
!> At the first location, stand at the very start of the hallway, and get a running start. With a little luck, you should have enough momentum to move past the second location.
!>
!> It was meant to be easier to reach more locations, but I ran out of time, and the physics don't quite match the level design. Because of that, some of the "ramps" don't function as intended. But most places can be reached with a little experimentation (and patience).



Comments22
I played the linux build inside a VM and I only use the WASD input. Mouse and controller didn't work.
Play-through:
I just couldnt stop playing at first. Even though its quite simple scenes i still felt compelled to find the next one.
There are only six unique "places" (including the hallway and short ramp), one of which is completely inaccessible, so there's a good chance you've seen most of them.
@local-minimum -- Thanks for the video playthrough! The controls were implemented through Godot's input system, so either something's funky with the Linux build (I've only tested it on my own Linux system), or there's something with the VM preventing Godot from seeing the input. I didn't mention in the description, but you can also use the arrow keys as a fallback for camera control.
There is indeed no way to control the character while floating through space. But normally you should at least be able to look around (and see where the game is sending you).
I did end up finding two additional stable configurations:
But I also enjoyed just watching the space move when I was just drifting around, too:
I definitely felt the lack of control that you were going for!
Cool unique entry.
But still, the intended vibes of the game got across extremely well, like I mentioned I love the chill spacey otherworldly vibe it created. Not just with the geometry rearranging, but also the sound design, with the signals the beacons send out, I think those were neat, as they got louder or quieter while you orbited. Made you feel like a satellite. Very cool!
It was very effective at provoking an eerie and mysterious, otherworldly feeling. I found it really beautiful. The sounds of the orbs added a lot to the mood.
The game could have turned out very disorienting, but somehow it didn't. Instead it was quite relaxing to play and I enjoyed watching the shapes rearrange themselves as I flew around.
I think I found four different stable configurations. It was great finding the ramps and throwing yourself off them with speed :laughing:
Not that it's possible to get there ¯\\\_(ツ)\_/¯ (although I know of a bug that could get you pretty close).
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@bonedaddy -- Glad you found it inspiring! Cinematic gravity is a pretty cool way to describe what's going.
Originally I had plans for invisible "anchors" (separate from the beacons) that would give me more control over gravity and how the player enters each area. There's still an object in the source for that. I had to scrap it part way through, though, because it would have taken a lot more play-testing than I had time for.
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@captaindreamcast -- Thanks for playing another one of my weird experiments! I originally had more goal-oriented ideas in mind for the game, but had to pivot at the last minute because most of the jam was spent wrangling with the gravity and movement mechanics. So I'm glad floating around space and watching the world reform itself is a neat experience for people (even if it's not a traditional sort of game).
If you've seen the starting hallway, the short ramp outside the hallway, the long curved ramp, the long flat runway, and the cube, then you've pretty much seen everything in the game.
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@vidarn -- Thank you! Means a lot that you think my stuff has all been worth checking out. And that this game was such a cool experience.
You might be the first person to tell me a game I made is specifically *not* disorienting (although I did try to make movement and transitions here feel as seamless as I could make them). Not a bad thing, but just interesting that different people seem to experience my games in different ways, and it's hard to tell what that will be beforehand when I already know the game inside out.