Sub-Reality by TheH

[raw]
made by TheH for LD29 (COMPO)
Enter a strange world, where not all is as it seems.Where reality is not so sturdy.

Play as the little imp, who has the power to not only traverse reality, but just below the surface, into sub-reality.

-----------------------------------------------------

I decided to take a slightly different approach to the theme, rather than what might be expected.
I probably stretched it a bit further than most, but, I think it's still within acceptable limits.

I used the Unity Engine for the game engine, bfxr for sound effects, and grabbed some songs off of incompetech.com (credits are on the title screen).

Had fun putting this together, and I feel like I kept it simple enough to actually pull off, while still keeping it filled enough to feel like a game.

If I had more time, I would have spent it creating more levels to play, however every element I programmed is in this version.

When you first launch, if you click the second tab, it will give you the option to customize the controls.

Default controls:
left-arrow -> move left
right-arrow ->move right
space -> jump
x -> interact
v -> change between reality and sub-reality

there is also gamepad support! (setup can be done on the same tab as keyboard controls)

Feedback

killthealias
28. Apr 2014 · 02:27 UTC
While the game had very interesting core gameplay, I found myself stuck on the second level. Still, if expanded upon, you could really make something great out of it!
Andy Gainey
29. Apr 2014 · 20:58 UTC
Thematically, it felt more like a classic two-worlds concept than one where the second world is beneath the surface of the first.

I found the controls to be a little too granular to achieve precise movement. The pancake flipper level in particular was tricky. Near the top, I kept trying to jump off the edge and switch dimensions just as the block was near it's peak, but I kept falling off because of tricky controls. I eventually realized I could switch dimensions while just standing right on the edge, no jumping. A different visual transition between dimensions (such as a fade, maybe slower), or expanding the size of the upper-right room might have helped make that clear.

The way that certain objects existed in both dimensions while others did not was intriguing, as well as behavior that differed between dimensions (the dude carrying the log). It wasn't always clear how these elements worked at first, but it didn't take much experimentation to find out. With more levels, one could probably begin to design some standard visual indicators that suggested predictable behavior to the player.

The audio mix was a little loud on the sound effects, but otherwise I'd say the effects and music worked well with the game. The music and color scheme set a consistent mood.
Lafie
02. May 2014 · 11:39 UTC
Genuinely impressive and enjoyable puzzle game. The audio-visual cues when switching realities and interacting with the puzzles were spot-on and very helpful. With more levels, this has some real potential.

If I read the 48 hour Compo rules correctly, using preexisting royalty-free music is not allowed though.
Perry
16. May 2014 · 15:11 UTC
Quite well made, could really use a reset button.