December 17th-20th, 2010
Theme: Discovery

More Info: /ludum-dare-19-has-begun/

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by xra - Competition Entry

finished but unfinished. discover the right viewing angle to progress into more rooms. enemies are destroyed with each room unlock. enemy intensity increases the further you get.

*updated notes*
This entry is mostly a visual puzzle, but since I ran out of time it is a bit confusing. The general idea is to pay attention to how the wall fragments shift in relation to each other while you move, all 4 sides of the room are valid exits, some sides may be easier. A new room is unlocked when you discover a near-correct viewing position and angle, it is easy to identify because of how the perspective makes the fragments appear as a solid wall. (screen 2)

Downloads and Links




FireSlash says ...
Dec 20, 2010 @ 4:17am

Interesting little game, couldn't make it past the first level though. Not entirely sure whats going on either (what do the enemies even do?).

KoryWazHere says ...
Dec 20, 2010 @ 12:49pm

I somehow ended up in what I think was another room but I'm not sure how ;P

stevejohnson says ...
Dec 20, 2010 @ 5:48pm

This is the creepiest game I have played yet. (The enemy should move faster when you're not looking at him for extra creepiness.) The static effect on the walls was awesome. Controls were a little funky.

I got stuck outside all the rooms after 3 or 4.

increpare says ...
Dec 20, 2010 @ 6:56pm

toook me a while to get used to it - the enemies are annoying once they get up close :P

Anyway, yeah, I think it's cool - previous 'view the thing from the correct angle' games I've played are really quick to solve, but this is less trivial, which is cool - I find I'm using my eyes.

xra says ...
Dec 20, 2010 @ 7:09pm

thanks for the comments, I'm going to work on this more at some point to try getting it up to what I wanted to make, I'm glad it was creepy also, if I had gotten audio in it would have increased the creepiness quite a bit. There are a couple bugs, if you try to solve any wall facing a solid block (prior rooms are filled in when you exit them) it will create the new room inside the solid block, so you won't be able to continue. Also when you proceed far enough the enemies begin pouring in... so you can just pretend you've beat the game and quit out before it drops to 1 fps.

Sos says ...
Dec 21, 2010 @ 7:01pm

It's a shame this is not finished. I couldn't get past first level too :(

jolle says ...
Dec 21, 2010 @ 7:45pm

This is a pretty cool idea.

I kept ending up outside a solid wall after going through a few exits (I think). What did the enemies do? The they do that?

refrag says ...
Dec 21, 2010 @ 9:13pm

I couldn't get past the first level. :( Great concept, I just wish the learning curve was such that I could have gotten somewhere in it. Maybe fewer "peices" in the early levels to ease the player into the mechanics?

Endurion says ...
Dec 23, 2010 @ 7:34am

The idea is great, but I couldn't make head or tails of it. The enemy is grandly annoying since it pushes you around. I probably have solved one puzzle because a second enemy appeared. I did however not notice when this happened.
Maybe have no enemy in the first room and make a sound when you solved a puzzle.

mjau says ...
Dec 23, 2010 @ 7:40am

Nice idea. Was a bit confusing whether I actually managed to reconstruct a wall and move to the next level, or if I got killed by the enemy (scary thing, btw!), since it always seemed to be hovering nearby whenever I got the angle right, and the jump was very sudden. After a few jumps I ended up outside a square room with solid walls and no way in or any outside fragments that I could find. Was that the end?

Danik says ...
Dec 25, 2010 @ 11:38pm

It would be neat if the camera eased into the exact correct view when you are near enough, so that it all falls into place.
I think this is a great idea and has a lot of potential. I have not played a game based on this concept before, but I understand from increpares comment there are similar games. Still worth a 5 for innovation from me.
Would like to play this in a more polished state.

Hamumu says ...
Dec 27, 2010 @ 2:49pm

This didn't seem to work right... I'd just jump to the next room suddenly without really having resolved a wall, and after the second room, I ended up outside a completely solid static cube, just me and a monster. The monsters are indeed creepy.

GP Lackey says ...
Dec 28, 2010 @ 8:10pm

Very neat concept but a bit finicky to get it to go. The feedback for correctly reaching the view could be nicer, as several have mentioned it just jumps abruptly. I'm still not sure what happened. Some walls appeared and then I was outside a big solid box? I guessed that was the end of it. Judging by others' comments it is.

I like the glitchy, hallucinogenic visuals, it fits well with the concept of the game.

arielsan says ...
Dec 31, 2010 @ 1:55pm

I like the idea, couldn't play it well on linux :(, I will try on windows later so I can rate you.

badlydrawnrod says ...
Jan 3, 2011 @ 7:23pm

I might have been playing it wrong, but after about 20 seconds I found myself outside of all rooms, standing on a desolate plane.

huhwhozat says ...
Jan 10, 2011 @ 12:12am

Seems a bit broken - I found an agle where all the pieces fit but it wouldn't proceed to the next room on many occasions and on others it would have me proceed without finding the correct angle. Also the unity player does not trap the mouse, making it difficult to look around. Interesting concept though.

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