April 26th-29th 2013 :: Theme: Minimalism

Ludum Dare 26 — April 26-29th, 2013
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by niun - 48 Hour Compo Entry

WHOOP, My first LD submission.
This also marks my first solo game, first game in Unity and first time round with C#. Basically the first time I've done something more than paint pixels.

This is a very basic, up against the clock puzzler with hidden bits etc..

It's all about exploring and stuff! I think.

Very minimal look and feel. I'm afraid I only managed to crank out 4 levels, poor show but it's been one of those weekends. Guess this makes this a teaser!

Anyhoo, it's been a blast. Time for that shower!

Downloads and Links




Apr 30, 2013 @ 8:43am

The fact you can't see the ground at the beginning is kinda weird. But... when you get it, it's becoming really challenging to go through the end of levels.

The point that really annoys me, was those little blue platforms. They sometimes didn't show up, because I tried to jump BEFORE discovering them. I guess, that means they already were going up, so I couldn't run on them to make them appear :p (I was trying to jump, I like jumping).

You see what I mean ? You should not allowed the player to interact with the blue platform, till it get shows up. Otherwise, it's really hard to step on it to make it pop.

niun says ...
Apr 30, 2013 @ 10:51am

Hmmm.. Good pont. I was trying to get the blue platforms to become a puzzle element but it never came together and I got dragged into work.
Thanks for the input :)

timtipgames says ...
Apr 30, 2013 @ 10:54am

I like the the minimalism. Is it a bug that some things won't ever be visible? (Like teleporters and some walls). I experienced a bug on my first try in level 2 where the lift wouldn't appear.

Saturnyn says ...
Apr 30, 2013 @ 11:07am

I like the idea but the game mechanism are a little weird (or a little bugged, it's hard to tell). Anyway, congratulations for your first entry !

niun says ...
Apr 30, 2013 @ 11:35am

Heh, they could be buggered.
The lifts are tied to the UP and Down Arrows. So if you move them, you move the lift.
Unfortunately I wanted the lifts as more of a puzzle mechanic but never got the chance to put it in play. :(
What I should have done was suggested above. Not have those Lifts activate until the player has tripped them.
It's not a bug that Walls and teleporters are not visible. I wanted to add some sounds that build up in intensity when you get close to those elements but it was beyond me this time round.
Ahh well, next time.

Tanius says ...
May 3, 2013 @ 9:02am

Nice concept. Mayby time shoud be a counter, not a coundown, to give the taste of discovering the level

fullmontis says ...
May 3, 2013 @ 9:28am

Very cool concept and slick controls.

niun says ...
May 3, 2013 @ 2:03pm

Thanks for all the feedback folks :)
@Tanius: TBH, I really didn't put a lot of thought into the countdown. It was thrown in as a last minute thing.
Counter makes sense though. I think the weekend rush to create a simple puzzle game is beginning to transform into something with a lot more depth.
Can't wait to start working on V2.

Khaldrin says ...
May 3, 2013 @ 4:26pm

I like the look and feel of this one. The idea to explore the level is nice. The concet of the increasing sound seems interesting, looking forward to V2 :).

SmilingCat says ...
May 3, 2013 @ 4:35pm

It took me a moment to figure out that the lifts can be controlled even when not on them.

Overall, good job, and congrats on your first LD entry.

f7f5 says ...
May 5, 2013 @ 2:05pm

Very nice concept. The teleport(?) on level 3 was a bit strange.

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