The Z Axis by Meaty McLazerPantz

My little puzzle platformer for the Ludum Dare #38 Jam. I apologize that it's so short, I had to work early the last day of the jam so I basically had to make this by myself in 48 hours. I wanted to make more levels but simply ran out of time.
Also, the theme is "a small world." I was going to make an end game screen that was something along the lines of a pixel art version of me cursing at my computer and Unity for freezing again, then going "Oh, finally, it came back," as the computer unfreezes. Get it? You're the computer trying to unfreeze itself. lulz
Made in Unity - Browser version as well as a 32 Bit Windows version.
Here is the GameJolt page for it:
http://gamejolt.com/games/TheZAxis/251887
And here's my info:
Twitter: @JamieHolub / Website: http://www.XennoTheRogue.com
| Original URL | https://ldjam.com/events/ludum-dare/38/the-z-axis |
Ratings
| Overall | 133th | 3.829⭐ | 37🧑⚖️ |
| Fun | 27th | 4.059⭐ | 36🧑⚖️ |
| Innovation | 78th | 3.853⭐ | 36🧑⚖️ |
| Theme | 690th | 2.588⭐ | 36🧑⚖️ |
| Graphics | 581th | 2.879⭐ | 35🧑⚖️ |
| Audio | 237th | 3.344⭐ | 34🧑⚖️ |
| Humor | 605th | 1.957⭐ | 25🧑⚖️ |
| Mood | 192th | 3.633⭐ | 32🧑⚖️ |
| Given | 79🗳️ | 30🗨️ |
nice joob!
please, rate us on https://ldjam.com/events/ludum-dare/38/spermokart
The level design is great. The difficulty progression in what I've seen so far is fantastic. I'm definitely going to come back to this one.
Also, I had a surprisingly hard time keep track in my head of which way the screen would rotate on z/c -- as much as it stinks to clutter up the screen with UI stuff, it might have been nice to showcase in some form on the screen which way the various buttons would rotate.
Overall a really cool game with a great mechanic. Thanks for making it! :)
I do think that level 8 was maybe a bit too much in terms of a spike in unforgivability -- I think a lot of this is due to the slight inertia that you have moving around and the fact that you don't have perfect airborne mobility. I'm not saying those are bad things, but that those things combined with the large number of danger zones in level 8 leads to it being very tricky to execute, more so than the other levels which were largely puzzly levels rather than platforming levels.
One other small gripe, the "start level" sound goes pretty high up in the frequency range and is a bit grating -- might want to be careful with that!
Nice job overall! :D
Lots of games try to hide the absence of interesting mechanics behind impressive graphics, this is not the case here: the graphics are minimal and straight to the point, they show the game rules, nothing more.
The level design is well done, and the puzzles are challenging!
Great work!
Seems like a really idea nice mechanically! The sound got a little annoying but was mostly atmospheric, and the puzzles were pretty inventive. Nice.

Regardless, I had a blast with this one. Except for this little bug the physics were perfect. The character's running animation was also super smooth. My favorite level was easily the one I glitched out on in the picture. It took some time, but figuring out I had to manipulate the falling box to fall through the portal was a genuine "a-ha!" moment that I enjoyed immensely.
If you plan to expand on this in the future, I would recommend polishing up the aesthetic a bit. There's nothing inherently wrong with a clean and simple aesthetic, *except* when it interferes with actual gameplay. Particularly, it would be nice to know where exactly a portal will be taking me before I step into it. This could easily be solved by color-coding the sets of portals together. Also, Sometimes I would step on a switch and it would move doors. Other times, nothing would happen. It took me a while to realize that the switches were hard-coded to always do the same thing to the doors they were linked to. The problem is, there's no way to tell which one does what. In one level there were two red switches. Stepping on one closed one door and opened another. Stepping on the other did the opposite. However, stepping on the same one twice in a row didn't do anything, and there was no indication that there was something different about the switch itself. Perhaps "disabling" switches that won't change the state of the doors would help the player recognize which switches will have an impact on the world when stepped on.
These are all pretty minor tweaks though. As a whole, I loved this concept, and it was pleasantly well-executed!
I found the puzzles pretty fun (even though difficulty spikes up quickly at level 8 like @ddrkirbyisq mentioned). Another problem I ran into was clipping through the bounding walls and falling out of the world. Overall though, nice puzzles and strong entry!
Puzzles were decent but at the brink of "i can brute force it" by just doing everything that seems like a good diea without thinking about the puzzle. I think the pacing is very good, so that the player gets familiar with every element but is not bored by solving basically the same puzzle 100 times.
I did download the game because the WebGL didn't start after a minute. It seemed to me that stage 7 is not working. I could only switch between two rooms with one lever each. The blue one opened a door in another part of the map, the red one did nothing. On my keaboard layout, the z button is ion the middle top row, but it still worked. Seeing the gif, this might have changed in a more difficult level. The gif level looks really good too!
Overall a really good entry! And good luck with Xenno ;)
As a hint for level 7, you want to hit the blue switch to open that door in the other part of the map to move the box through it. At that point, the box is what you care about. You noticed that the box can travel through portals right? There's a different portal that the box can go through once you open that door. Give it another try with that in mind. :wink:
Very cool, i'll give it another try, it really looks so interesting.
PROS
- Well-thought out puzzles
- Gravity shifting mechanic done well
CONS
- Some cheap deaths in level design?
For full criticism and breakdown of ranking, as well as candid reactions to gameplay, do check out the video~
https://www.youtube.com/watch?v=j6IKB0A9jM8
In the post jam version I am working on, I've made it so the player character loses all momentum in mid air as you're rotating, so it gives you a LOT more control. If you find yourself falling into some spikes, you can just rotate to suspend yourself in mid air. Also, I've implemented a little bit of "spike forgiveness." You have to be touching spikes for a half second before you die, which basically means now you can accidentally touch a couple of spikes here and there and it's no big deal. But obviously if you stand on some for a while, you're dead.
I also enlarged some of the spike areas on stage 9 so you have more time to react now as you fall through the portals. Hopefully this should make the stage and spike dynamic much more fair and balanced.
https://www.youtube.com/watch?v=IwLATN0OA3Y