Boolean Differences by ruchirbapat
Boolean Differences is a short yet difficult 3D platformer where you take on various forms i.e. a cube, capsule and sphere, and you must "shapeshift" between the forms to beat the level and move to the next one.
This game was made by Ruchir Bapat for Ludum Dare 35 Compo in less than 13 hours.
Controls: Use WASD and arrow keys to move, and the spacebar to jump. Hold spacebar for a charged jump. Use Z to turn into a sphere. Use X to turn into a capsule. Use C to turn into a cube.
Your objective is to touch the yellow "win" so you can progress through the levels.
P.S. This is the first game I've ever made and this is also my first Ludum Dare! =)
NOTE:
I am 14 years old as of 2016.
There are a few bugs, and I know that they exist and I'm trying my best to fix them.
Player mechanics and movement are intentional so as to add a twist to the 3D platformer.
I made this in less than 13 hours.
WHAT I USED:
==================================================================
1. Visual Studio Community 2015
2. Unity Personal Edition 5.3.2f1
3. MonoDevelop
4. Adobe Photoshop CC
5. Autodesk Maya 2016
6. Blender
7. Soundation and BFXR
==================================================================
This game was made by Ruchir Bapat for Ludum Dare 35 Compo in less than 13 hours.
Controls: Use WASD and arrow keys to move, and the spacebar to jump. Hold spacebar for a charged jump. Use Z to turn into a sphere. Use X to turn into a capsule. Use C to turn into a cube.
Your objective is to touch the yellow "win" so you can progress through the levels.
P.S. This is the first game I've ever made and this is also my first Ludum Dare! =)
NOTE:
I am 14 years old as of 2016.
There are a few bugs, and I know that they exist and I'm trying my best to fix them.
Player mechanics and movement are intentional so as to add a twist to the 3D platformer.
I made this in less than 13 hours.
WHAT I USED:
==================================================================
1. Visual Studio Community 2015
2. Unity Personal Edition 5.3.2f1
3. MonoDevelop
4. Adobe Photoshop CC
5. Autodesk Maya 2016
6. Blender
7. Soundation and BFXR
==================================================================
Ratings
| Coolness | 100% | 1 |
| Overall | 2.51 | 894 |
| Fun | 2.54 | 815 |
| Humor | 1.86 | 581 |
| Innovation | 2.52 | 798 |
| Mood | 2.11 | 777 |
| Theme | 3.36 | 463 |
But I finished all levels :D
This could really work if, as Linver says, Z movement was locked.
Also on respawn, sometimes there's a continuous velocity which is bit odd.
All in all, nice concept, shame about the execution.
Try constraining rigidbody rotations and reducing movement speed.
I like the soundtrack though!
Hope to see you for the next compo =)
10/10
The capsule and the sphere have movement besides the controls, which means that when you try and control it, it still rolls away which is annoying.
Finally, the camera is way too zoomed in, you can barely see anything around you.
If you use just the square, it's a decent platformer, but the capsule and the sphere have too bad controls to be fun.
Also you can delete the pdb files and the rar will be a less weight in Mb.
This would be really nice with controller support - the movement actually already works with it using Unity's default getAxis or whatever, so it wouldn't be too hard to implement it the rest of the way.
you can test my game here !
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=90478
A charge gauge for the jump would be nice.
Also, one level I beat and it just reset me.
The game, is too short, so the gameplay couldn't be fully tested. The level is built in such a way that no shapeshifting is really needed. I won't say much about the controls, as i understand that your coding skills are quite poor yet. The graphics... well, there are none. And the cycled short beat nearly drove me crazy, so i turned the sound off soon. So, the camera choice is awkward as you should understand that this perspective isn't really the best for a 3d platformer. Actually, there are not much games in which such a perspective really worked. So, though this is your first game, and i am really glad for you as you enter the majestic world of gamedev, i must warn you that before you will make something at least decent, you will have to learn a lot of stuff, and this takes much longer than a month or two. So, good luck with you beginnings, hope to see your much improved skills in August.
And move on, i am looking forward to see some great stuff from you.
Also, it looks kinda impolite to advertise your game in comments to another games. I've seen your comments on other games twice, and they both contained "plz play my game here: http://ludumdare.com/blahblah".
the controls though are a bit hard to master.
some times the ball would drift to the edge and fall even if I am not pressing any thing (a result of physically simulating everything , instead some hard coded rules can prevent this)
Could have helped a lot if a shadow of the shape(or any other indicator) was drawn on the place where I will fall
as it was hard sometimes to predict that.
To make the game less difficult (hard to jump through walls, rolling off platform) you could add visual indications like shadows, lights...