Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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by monkeedude1212 - Jam Entry

Puzzling is a short game where you try and escape this locked room via a series of puzzles.

I have done a few 2D LD games before, this was my first Foray into 3D.


Currently there is a bug with UNREAL in the way the textboxes in the worldspace steal keyboard input.

In order to commit your answer, hit enter, then click away from the textbox in order to move again.

If that fails click inside the textbox, hit enter, click away again.

Downloads and Links




TriSquare says ...
Dec 14, 2016 @ 9:36pm

Beautiful looking game! but it has rather choppy frame rate on my computer

Linear says ...
Dec 22, 2016 @ 5:42am

Congrats on your first shot at a 3D game. Allow me to offer some constructive criticism.

First, the good:

- The music helps the feel of the room.
- I think the overblooming creates an interesting mood.
- The puzzle idea was pretty nice, and I like how it always gives you a random one you haven't seen before.

The bad:

- The textboxes were very glitchy. I read your instructions to the letter, but I noticed that if you walk up to the word puzzle in the middle and type in an incorrect answer, you cannot get out of the textbox, even if you click out and hit enter, etc. You're just permanently stuck.
- I pressed the arrow keys while using a textbox and the game crashed. Pretty consistent/reproducible.
- The click sound was extremely loud compared to any other sound in the game.
- There was no good feedback for line-of-sight. As in, there was no crosshair, and the buttons didn't glow when I moused over them, so I always had trouble figuring out what I was actually pressing, especially with the puzzles that have several buttons closely bunched up.
- You needed more material variety in the room. Most of the room was pieced together with a basic white brick material. By far though, your biggest sin was in reusing this material on BSP/brushes of different scale. So the floor bricks are large while some interior walls use the same brick texture scaled down, and some places stretch the texture horizontally but not vertically. When you scale up materials, you magnify the details and wash them out. Try to maintain a "constant pixel size". As in, the ratio of "pixels per meter" should remain constant for all objects in your game.

Kevin_B says ...
Jan 1, 2017 @ 4:30pm

Uncomfortable commands and bad graphics BUT GOOD IDEA!

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