InterSection by Miziziziz
There are two worlds , the world of X and the world of Z, united upon one point, the Y axis.
The Y axis has come alive and desires to explore to the ends of both the X and Z worlds.
Mechanics: both axises are always aligned with you. If you move down the X axis, the Z will follow you. The same vice versa. Use both worlds to surmount obstacles impossible in only one.
Controls are WASD & mouse.
I suggest using the minimap to not lose orientation; realizing now I should've added some sort of compass :/
used Unity and Paint.net
The Y axis has come alive and desires to explore to the ends of both the X and Z worlds.
Mechanics: both axises are always aligned with you. If you move down the X axis, the Z will follow you. The same vice versa. Use both worlds to surmount obstacles impossible in only one.
Controls are WASD & mouse.
I suggest using the minimap to not lose orientation; realizing now I should've added some sort of compass :/
used Unity and Paint.net
Ratings
| Coolness | 79% | 2 |
| Overall | 3.77 | 102 |
| Fun | 3.45 | 239 |
| Graphics | 2.67 | 827 |
| Humor | 2.00 | 776 |
| Innovation | 4.66 | 3 |
| Mood | 3.18 | 395 |
| Theme | 4.32 | 10 |
To 'end' the game, you connect the gold boxes to eachother
if you get stuck on one axis, it usually means you need to progress on the other axis. They work together. If you can't progress on either, try going back on one of them.
@nintendoeats
That's what kinda stumped me. I'm not really sure where to take this; I was thinking of maybe trying out levels with a Y plane that keeps the same height as your player, or maybe Anamoly blocks that don't move at all. Or I could make a sort of FPS dual-platformer rpg ;). Or mario in two directions, heh.
This is the type of thing I love to see in Ludum Dares.
The idea is brillant, but not enough explain, when you understant exactly how to perform that's really amazing.
The level design is maybe not perfect but we could imagine expansion on the same idea, to make it more playable.
The idea of the two views help a lot, but it's hard to understand to see what we do in the giant screen.
I think that there is a way to make the thing more suitable : working with a small scale level design, that's the player could see from his point of view, with more real-time, ennemies on different track and less puzzle, or removing the big screen to focus on the second view to make it a more abstract puzzle game, more based on action and less on jump, and trajectory.
That's awesome, your insight is so powerful that he could bring so many games. We saw Crush, Fez, Paper Mario, bring the play between 2D and 3D, you could imagine the same with the play between 2D and 2D ;)
@Off, thanks for the critique and ideas. Good points about the screen; maybe it would be better to focus on the farther away view. Dang. The problem was, I got a bunch of good ideas after the 48 hours were over (I had finished like 8 hours early and was sitting around, :/ ). Thank you so much for the kind words
So much awesomeness, insanely fabulous
With that gameplay you could do puzzles and platforms sections, but the very first challenge you face is both a puzzle and a platform (the first "room" after you go under a red wall).
It was easy to fall from a plateform to. If you are not perfectly aligned to the axis you wich to move in, you will move slowly on the other axis and eventually fall.
Good job overall. clever concept.
Like mentioned below, I see two ways to explore: puzzle, with more complex path and arcade, with enemies and moving platform.
All in all, keep up the good work ;)