December 16th-19th 2011 :: Theme: Alone

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For the Love of Life

by Permanent7 - 48 Hour Compo Entry

E >>> Pick up and Drop
SPACE >>> Jump
WASD >>> Move

Yay! Load times should be fixed!! Thank you Shigor!

Created for web deployment. If you play it outside of the browser then good luck. I only supply the windows / mac files if you absolutely hate unity for some reason.

Please post any comments, suggetions or bugs. I just might work on this more.

Used Blender, Unity, Photoshop, Bfxr.
Also. Kittens.

Downloads and Links




bach says ...
Dec 19, 2011 @ 9:51am

Windows download gives 404.

Nice, reminds of the first 16bit 3d games. It's quite slow.. whish there was a faster way to move around and discover things.

Keep it up, could be an interesting game with some extra time and polish!

Permanent7 says ...
Dec 19, 2011 @ 9:59am

Hey thanks! Fixed the windows link. Yeah I agree. There are many things I wish I could adjust or change, but I know I'm speaking to the choir here.

Veralos says ...
Dec 21, 2011 @ 7:36am

I THINK I finished it. However, there could be a better explanation of what exactly your goal is, though I suppose the lack of explanations makes the game feel more mysterious, and enforces the idea of being alone. Speaking of which, the atmosphere of the game was done really well.

Permanent7 says ...
Dec 22, 2011 @ 12:36am

Well if your screen went black then you completed it. So since you THINK you completed it then you probably didn't.
Hint - there is a bridge that appears when you put the 'key' in the altar.
Thank you for the compliments about the atmosphere.
Also, I would make the player faster, but it would totally break the 'terminal logs' that you see in the top left.

Permanent7 says ...
Dec 22, 2011 @ 11:21pm

Well my dropbox public folder got suspended. haha "excessive bandwidth use" I'm working on a solution meow. Shouldn't be long.

Permanent7 says ...
Dec 23, 2011 @ 2:18am

Alright. Links fixed!

Shigor says ...
Dec 25, 2011 @ 12:43am

Movement is agonizingly slow :( (almost as waiting for download... btw how does only 48 hours translate to 200 meg monster? :))
I had a feeling I should get a book a read it, while moving to next interesting place, but for exploration it was kinda straightforward. I gave up after few minutes of walking, sorry.

Art gives it nice and unique atmosphere, but that's about everything... (I would really like to know WHAT takes 200 megabytes in your game... actually I'm so curious I've started to download your sources...)

Shigor says ...
Dec 25, 2011 @ 1:07am

Ok, mystery solved - your finalHum.wav is uncompressed 30 minutes long wav which sounds pretty much the same as 400kb hum_patch wave file looped to 30 minutes.

Shigor says ...
Dec 25, 2011 @ 1:11am

I would STRONGLY recommend to just use looped hum, or (if there are some hidden sounds I hadn't heard just by randomly browsing the file) at least set it to be compressed to ogg, which should put it to managable size of few megabytes.

Permanent7 says ...
Dec 25, 2011 @ 7:28am

hahahaha. Thanks man! I really appreciate that actually!! I am terribly sorry for that. I am fixing it as we speak. I can do that right? Fix stuff like that? I'll see what I can do about movement speed while I'm at it.

Honestly this is some very good feedback. I do apologize for the slow movement, and GIANT loading times. I'm not experienced at games AT ALL so I really love that people are just playing my games, no matter how crappy it is. I am really excited for the next LD when I can hopefully do better I'm kinda in a facepalm moment. All this feedback seems very obvious. Why didn't I think of it at the time.

Shigor says ...
Dec 25, 2011 @ 12:09pm

yeah, I think that audio file definitely counts as a bugfix :)

summaky says ...
Dec 26, 2011 @ 2:19am

Can't download it: 404 not found.

Permanent7 says ...
Dec 26, 2011 @ 9:07pm

ALRIGHT! Load times have been slaughtered. Thanks Shigor!

Winterblood says ...
Dec 29, 2011 @ 12:05am

Love the scale and mood of the environment, and the jagged sculpting style. Painfully slow movement though. I missed several terminal messages because they're so unobtrusive, and the pickup range of the key is so short that my screen was almost blocked by the object I was carrying. Bleak conclusion...but I liked it :)

Raptor85 says ...
Jan 2, 2012 @ 8:06pm

Unity games still don't support 32 or 64 bit linux as a target, cant rate, sorry :/

caranha says ...
Jan 2, 2012 @ 8:43pm

Well, I found the story interesting, but as Shigor said, movement is TOO slow, and the area to explore a bit too big. On the other hand, the big area is actually quite pretty.

Also, when you fall to your death somewhere, you go back to the start, but the game state is not reset, so if you die holding something, you will re-spawn holding that same thing, and this seems to screw some game triggers.

Permanent7 says ...
Jan 4, 2012 @ 8:09am

Thank you for the feedback. :) I have definitely learned a lot from this.

Its alright. I don't think your missing anything spectacular. :)

I do wish I would have made the area a bit smaller. I could have make the distance you must travel smaller without making the area seem smaller.
Hmmm I'll take a look at that.

mcc says ...
Jan 9, 2012 @ 4:17am

This has absolutely fantastic style and I like that it tries to have a story. It was really cool to turn this down to the "fastest" quality setting and see how everything looked kinda flat-shaded.

There didn't however really seem to be much in the way of "game" here. It was basically a walk to the end of a large, meticulously crafted 3D model and back. The only challenge seemed to come from me misunderstanding the controls. I spent a long time in the first room because I couldn't figure out the walljump, and an even longer time replaying the end because I skimmed the description and didn't realize you had to press E to pick up / drop. The game prints out the "activator acquired" and "landscape change detected" messages if you simply walk to the activator and then the altar, so I was fooled into thinking I'd done what I was supposed to do. Some things that occurred to me is that the walljump would have been easier to work out if there were jump and walljump sounds, so that I could while experimenting have realized I had performed a jump when against a wall; and the pick up / put down button really may have been a bit unnecessary, since you could have just had the item get automatically picked up when you touch it.

I found some weird issues. If I moved too quickly through the level, the game would print multiple messages on top of each other simultaneously, making all of them unreadable. When I got over the wall the final time at the end, I think I only did it by glitching the physics.

I did find the kittens! I wonder what happens if you go there with the "resource" instead of back to the ship at the end...

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