Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

Search Keywords: HTC Vive, Oculus, Mac OSX, Linux, Android, Flash, HTML5, Java, Unity

Back to Browse Entries

Strata: The Shapeshifting Microworld

by AtomicPair - Jam Entry

In Strata, you must find your way out of a shapeshifting microworld by indirectly manipulating walls, crawling through tunnels, and avoiding a squishy death! This game combines several of the other LD35 theme suggestions in a 2.5D first-person engine to produce a patient, if not shifty, experience.

Although the core engine was ported from another recent project, everything you see was created solo, from scratch, in the past three days. Unfortunately, the engine porting work used up most of the time I had for this event (doesn't it always?), so there are no sounds or texture mapped walls in this version. Next time, we'll see if we can pack in more features!

NOTE: This version is for desktop web browsers using a full keyboard.

Haxe, Luxe, Pinta, and Vim were all used to create this shifty little gem.

Please report any bugs below, and thanks for playing!

Downloads and Links




ziege says ...
Apr 19, 2016 @ 2:42pm

Not bad. The controls where a bit uncomfortable for me, I would prefer turning on A/D

LeReveur says ...
Apr 20, 2016 @ 6:58pm

Interresting. I wish you to have more time to polish the next time. :)

kabel says ...
Apr 21, 2016 @ 5:42am

The controls are uncomfortable? Why not stick with WASD and mouse for turning? I am not sure if there was any shapeshifting or interaction, pressing Space didn't do anything.

anissen says ...
Apr 21, 2016 @ 6:38pm

Very nice game! I'm really loving the look and feel of the game - like a puzzle version of Wolfenstein 3D. Unfortunately, I couldn't find a door after the 3+1 sliding blocks :/ Good job!

AtomicPair says ...
Apr 24, 2016 @ 8:45am

Thanks for the feedback and kind words, everyone!

@kabel (Small spoiler, but) did you try pressing space close to any of the three darker-colored walls in the first room?

dj_pale says ...
Apr 24, 2016 @ 5:46pm

Interesting concept - would have loved more feedback (sfx/gfx) when the manipulation was succesful or failed.

LinealGames says ...
Apr 24, 2016 @ 10:21pm

I felt like I was actually in the game Great job!

Solifuge says ...
Apr 24, 2016 @ 10:37pm

A nice simple maze-runner. The theme idea was neat, but didn't seem to happen often enough to make the gameplay feel strongly connected with the Theme. The lack of textures (or even changing colors) hurt when trying to create a sense of motion, or help me navigate and remember landmarks and corridors in the maze. For input, using WASD and arrows was a little awkward as well. I'd suggest WASD for Movement and QE for turning. Faster turning and movement would help a lot as well, since the gameplay was rather slow for a game heavily focused on maze navigation, and trial and error.

Honestly, I found the pace of the game and the lack of apparent progress (and the lack of a way to see what progress I'd made) rather frustrating. Games meant to be played slowly or meditatively are fine, but it's also important for game developers to be aware of and respect their player's investment of time in playing, too! A birds-eye map of the tiles you've explored so far would help create a sense of progress; even just a tiny box of nearby walls and tiles would help in navigating and remembering where you've explored if you wanted to preserve the feeling of being lost. Also, when progress isn't being made, it helps to give players small bits of positive feedback or encouragement, like the "reward" of getting a new song in the background, a new level mechanic like the automatically sliding walls, some new visual elements to see, or even just a new color of wall! Part of game-making is convincing the players that your game is worth playing for a bit, and will be fun, interesting, challenging, or otherwise engaging.

That all said, thanks for putting this together. Keep making cool stuff!

DevelopTech says ...
Apr 26, 2016 @ 10:23am

Nice work. I would prefer to use the mouse or the A and D keys to turning the player, but still the game dont feel unconfortable. Love the "classic look" of the game.

Gamepopper says ...
Apr 26, 2016 @ 12:31pm

Simple but well executed. Good job on the 2.5D level work!

suppi says ...
Apr 29, 2016 @ 11:15am

interesting, but it was pretty hard visually to understand how the walls are moving and where. I'm not sure what could have made it easier. I think a top down 2D view could work better for this idea, or perhaps it just needed textures on the wall? i don't know.

nice job on the engine and congrats for completing a game for LD! :)

damrem says ...
May 9, 2016 @ 11:58am

Interesting idea, but it's difficult to know what's happening to the maze from the inside.

You must sign in to comment.

Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs ( and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

[cache: storing page]