The Broken Seeing Glass by Linear
Game Storyline:
Everyone knows that if you use magic too much,
you spend your life surrounded in an aura of darkness.
Only a seeing glass can SCREEN out the forces of evil
around you. It's a shame yours broke and was scattered
throughout the forest!
Find your old spellbooks and recover the shards of your
seeing glass. But beware... dark things lurk about.
Instructions:
Use WASD to move and the mouse to look around. Space makes your character jump, and the spells listed on the left can be used by pressing the corresponding keys. Spells have a cooldown, so use with care! Press TAB to toggle off the spell listing.
The objective (although unstated) is to collect all of the shards of your magic seeing glass.
Authors:
Aurel Lazar (Programming)
Alex Okoneshnikov (3D Art)
Michael Weber (Sound and Music)
Everyone knows that if you use magic too much,
you spend your life surrounded in an aura of darkness.
Only a seeing glass can SCREEN out the forces of evil
around you. It's a shame yours broke and was scattered
throughout the forest!
Find your old spellbooks and recover the shards of your
seeing glass. But beware... dark things lurk about.
Instructions:
Use WASD to move and the mouse to look around. Space makes your character jump, and the spells listed on the left can be used by pressing the corresponding keys. Spells have a cooldown, so use with care! Press TAB to toggle off the spell listing.
The objective (although unstated) is to collect all of the shards of your magic seeing glass.
Authors:
Aurel Lazar (Programming)
Alex Okoneshnikov (3D Art)
Michael Weber (Sound and Music)
Ratings
| Coolness | 67% | 3 |
| Overall(Jam) | 3.24 | 468 |
| Audio(Jam) | 3.19 | 311 |
| Fun(Jam) | 2.70 | 765 |
| Graphics(Jam) | 3.38 | 448 |
| Innovation(Jam) | 3.39 | 295 |
| Mood(Jam) | 3.39 | 259 |
| Theme(Jam) | 3.13 | 827 |
- Music on the title screen is at full volume for whatever reason after building.
- To our utmost astonishment, the bouncing pumpkin enemies DONT DIE when you cast the Woosh spell on them. They make a satisfying "pop" when you Woosh them into a wall, but only when you run the game from the editor. As soon as we build out the game, they're immortal.
- Moving platform sounds are stuck at full volume regardless of distance to player
- Shards don't seem to propagate state between levels (although all other things do?)
- We've noticed that the game is extremely dark on some peoples' screens. We may have to add a gamma correction setting. Not sure if this falls within the rules of bug fix re-uploads, but it makes the game unplayable when its too dark. Stupid mistake on our part for not testing on different brightnesses.
- We left in a debugging "Spell" =/
- Statue enemies work fine before building, but walk sideways (!) instead of towards the player when we build the game. Arrgh!
Very nice game... magic and medieval and puzzly like a Hexen. Good job!
But hey, we tried. This was the first Ludum Dare submission for most of us =D
- Tweaked sound fall-off parameters on things. The horse breaking sounds were only audible from up close.
- Fireball explosion sound was barely audible at all, increased volume.
- Blue hearts restored either 2 or 3 hearts, and if you had less hearts to restore than a blue heart would give, you could heal multiple times before the pickup disappeared. Fixed a glitch in the script causing these strange issues.
- Fixed some hearts bobbing through the ground (raised them up).
- Fixed boots spell disappearing upon level change (although you still had the boots, the HUD just said you didn't).
- Fixed bouncing enemies seeing the player only behind them.
- Fixed bouncing enemies dying when hitting the ground instead of having to be splattered on walls.
- Fixed seeing around the spike pit into the skybox in second level.
- Fixed disabled particle effect on teleporter to next level.
- Fixed ability to see into skybox near teleporter to next level.
The "open" view window is really small, and as I didn't find the other parts it remained that small.
The idea of having a part of the screen that has a different render is cool. In fact, first I was thinking that it was a kind of periferical magic vision where you can see demons, and only there. And to shoot them in the "real" world you should do it a bit blindly : you can't see them when you look directly at them.
As for the room with the Boots: basically, the boots just allow you to jump higher (and jump over spike pits, as a result). To get out of the room, you have to Woosh the crate inside the room onto one of the two switches, then stand on the other switch, and the door will open, allowing you to return to the previous area.
Thanks!
I got stabbed by a statue and died...