MeenoMinal by niun
WHOOP, My first LD submission.
This also marks my first solo game, first game in Unity and first time round with C#. Basically the first time I've done something more than paint pixels.
This is a very basic, up against the clock puzzler with hidden bits etc..
It's all about exploring and stuff! I think.
Very minimal look and feel. I'm afraid I only managed to crank out 4 levels, poor show but it's been one of those weekends. Guess this makes this a teaser!
Anyhoo, it's been a blast. Time for that shower!
This also marks my first solo game, first game in Unity and first time round with C#. Basically the first time I've done something more than paint pixels.
This is a very basic, up against the clock puzzler with hidden bits etc..
It's all about exploring and stuff! I think.
Very minimal look and feel. I'm afraid I only managed to crank out 4 levels, poor show but it's been one of those weekends. Guess this makes this a teaser!
Anyhoo, it's been a blast. Time for that shower!
Ratings
| Coolness | 33% | 1659 |
| Overall | 2.80 | 948 |
| Audio | 2.41 | 730 |
| Fun | 2.45 | 1015 |
| Graphics | 2.63 | 872 |
| Innovation | 3.19 | 494 |
| Mood | 2.88 | 555 |
| Theme | 3.90 | 224 |
The point that really annoys me, was those little blue platforms. They sometimes didn't show up, because I tried to jump BEFORE discovering them. I guess, that means they already were going up, so I couldn't run on them to make them appear :p (I was trying to jump, I like jumping).
You see what I mean ? You should not allowed the player to interact with the blue platform, till it get shows up. Otherwise, it's really hard to step on it to make it pop.
Thanks for the input :)
The lifts are tied to the UP and Down Arrows. So if you move them, you move the lift.
Unfortunately I wanted the lifts as more of a puzzle mechanic but never got the chance to put it in play. :(
What I should have done was suggested above. Not have those Lifts activate until the player has tripped them.
It's not a bug that Walls and teleporters are not visible. I wanted to add some sounds that build up in intensity when you get close to those elements but it was beyond me this time round.
Ahh well, next time.
@Tanius: TBH, I really didn't put a lot of thought into the countdown. It was thrown in as a last minute thing.
Counter makes sense though. I think the weekend rush to create a simple puzzle game is beginning to transform into something with a lot more depth.
Can't wait to start working on V2.
Overall, good job, and congrats on your first LD entry.