[Prototype] Sense v0.01
Hey guys
I started this last week for Ludum, but got side tracked on something else. So I decided to continue working on it this weekend and share it with you...
My take on the theme was: Beneath the surface.... there is nothing...
This is a simple FPS puzzle game which focuses on spatial orientation and memory. The instructions are in-game - I'm hoping that there is enough information available to get the gist of what is intended.
Standalone | Web **note: it's very dark on purpose and the game will lock the mouse, please try the standalone in full screen if you have issues with the web player.
I'm considering taking it a bit further with the Oculus - once I can get my hands on a dev kit - it will make much more sense in a true immersive 3d experience.
Let me know what you think - as always, feedback is most welcome!
Cheers.
I started this last week for Ludum, but got side tracked on something else. So I decided to continue working on it this weekend and share it with you...
My take on the theme was: Beneath the surface.... there is nothing...
This is a simple FPS puzzle game which focuses on spatial orientation and memory. The instructions are in-game - I'm hoping that there is enough information available to get the gist of what is intended.
Standalone | Web **note: it's very dark on purpose and the game will lock the mouse, please try the standalone in full screen if you have issues with the web player.
I'm considering taking it a bit further with the Oculus - once I can get my hands on a dev kit - it will make much more sense in a true immersive 3d experience.
Let me know what you think - as always, feedback is most welcome!
Cheers.
sense.png
1024 x 611 - 146K
Comments
The "darksight" mechanic is a nice way to ensure you see platforms when you're stuck, but I wish it lasted a bit longer so I could take in more of the level.
I really dig the ability to set my own respawn points. That saved me a LOT of frustration.
I think the tutorial needs refinement. You certainly show the player everything they need to know, but I really feel this game lends itself well to learning as you play. Perhaps show a popup with mechanical explanations as the player encounters them instead? A popup with "Oh dear, you hit a red platform, so this has happened. Try again!" is more natural for a first-time player than a series of contextless diagrams and text blocks.
Otherwise, it's a kickass idea, and very slickly implemented. I think it can be expanded!
My issue was really that platform particles were blending with particles on the level bounds, affecting visibility really badly. Have you perhaps considered fading in the platform alpha as you cover platforms with particles? I think it's safe to say that once a fair amount of coverage is reached, the platform's been found. Then again, if you didn't allow particles to stick to the level bounds, that would alleviate a lot of the visual confusion....
I sort-of get where you're going with it ... although the visual confusion you mention is by design (albeit terribly compounded on a PC screen because of lack of 3D depth).
It's not only about finding the platform, but also remembering where it is, mentally understanding the extent of its boundaries, and then orienting yourself around it - that is the game, not the puzzle itself (or that's what I'm hoping to achieve). I actually want and expect the players to get anxious / claustrophobic / disoriented and to train themselves to become more aware of the space around them - to the extent that the end of the level comes with a sigh of relief :)
It's difficult to extract that kind of emotion from within a game without it being frustrating as heck, so I'll need some time to mull over this... maybe I can come up with something a bit more satisfying with the next iteration...