Glade in the Sky by AdroitConceptions
Glade in the Sky
Return the crystals to their sockets and return to your Glade in the Sky.
Controls * Keyboard * move: WASD/Arrows * Jump/Select:Space * GameController * move: left stick * Jump/Select: Y
First Ludum Dare
Tools: Unity, Blender, Gimp, & Audacity
* FYI: For graphics Quality choose simple or higher. the lowest two settings disable shadows, which kills depth perception. *
Download Location:
(Linux/Windows/Mac)
https://adroitconceptions.itch.io/glade-in-the-sky

Ratings
| Overall | 394th | 3.03⭐ | 35🧑⚖️ |
| Fun | 413th | 2.758⭐ | 35🧑⚖️ |
| Innovation | 465th | 2.515⭐ | 35🧑⚖️ |
| Theme | 463th | 2.697⭐ | 35🧑⚖️ |
| Graphics | 418th | 2.758⭐ | 35🧑⚖️ |
| Audio | 343th | 2.483⭐ | 31🧑⚖️ |
| Mood | 346th | 2.9⭐ | 32🧑⚖️ |
| Given | 32🗳️ | 49🗨️ |
edit - I found a way to get a valid URL that isn't being broke by the website.
Having to climb the same ladders three times in the challenge on the right
was a bit boring.
Neat graphics. The audio has a lot of hiss and static, distractingly so.
Fine job overall.
Thanks for the feedback. Yes, a better ending would have been nice.
@hovaakoodia
Thanks for the feedback. Yes, I left in a few things like that for outside the box thinking. I probably need a better mic and speakers for doing the folly work. The static/hiss in the footsteps, I didn't notice until playing after the submission.
Did not like that I had to start all the way back at the beginning of level 1 when I died
Liked the clarity of picking up the purple gems and putting them into the place
I liked that the levels scaled up nicely from tutorial => easy => harder
Wish it was easier to tell perspective. Without any lights or depth to the scene it was hard sometimes to see that two platforms were actually at radically different distances from the camera.
@candlesan. If I was to redo things, I would probably have used taller blocks which would have helped with the perspective.. or at least put some vertical lines in the areas that had drop off. There was a directional light and shadow casters setup in the game. I know when I was testing, if a 'faster' speed was chosen in the opening dialog box, it does turn them off.
I found it too easy to fall of the edge.
I really liked the presentation! The art was clear, yet abstract enough to give the game a unique look, and the footsteps did a good job of adding to the atmosphere. The game conveyed a feeling of navigating harrowingly narrow platforms floating in an otherwise empty void.
This was a quite impressive game for a compo game, especially since it's your first.
>Solid ground is just...
>a matter of perspective.
>Falling death is real.
- A quick-restart option, or a faster death animation would make it easier to get back into the action.
- Some more clarity on the heights of platforms would help the player judge if they can actually make a jump or not.
- I know everyone else mentioned this, but as soon as I got to the second puzzle I immediately cheesed it by jumping the gap.
What I liked a lot
- Very cool 2nd puzzle. Planning where I was going to use the gems was very rewarding.
- I liked the blocky art style a lot. It fit the "empty" vibe the game was giving off, which I thought was cool.
- I think it's fine without music. I like the mood it sets, especially with the stars in the background. That, coupled with how shiny everything is makes it feel very "out of this world".
Nice work!
@makiki99 I was wondering how long it would take for someone to find that... I had all the jumps worked out to make sure you couldn't do that... then when I let my kids playtest, they complained that the jumps you should be able to make were to hard.. I made a small change to the jump (movement speed and height) and it made it so you could bypass the gap. I didn't even think to check until my 6 yr old said, 'can you jump that?' .. I ended up leaving it in to see if it would even be notice.
Good catch there.
On the 'check points' that many have commented on.. definitely something will look at if I do a game like this again for a compo. Probably watched to much darksouls on extra credits and had gotten used to the 'get good' mentality + knowing the puzzle answers myself. Given the length of the game, I didn't see the restart from the beginning to be such an issue, but perhaps I was wrong...
By the way, there's a way to cheat the second level I think. If you go south and jump over every other falling platform, you can get the gem at the end and not use it in a nearby socket, but carry with you back to the beginning of the level by jumping on the platforms that are left.
I'm also not sure what's the intended way to beat the left path. I just jumped over the whole thing on my way there and on the way back was spamming right and jump and usually it pushed me off the platform but I jumped and it saved me.
Collisions are hard to get correctly, but that was fine for me, because physics are really forgiving and it's hard no fall down by accident.
Nice job overall!
Oddly enough, I didn't even realize it was possible to jump until I was on the way to the final crystal and ended up stuck in a situation where without jump the game is not completable :stuck_out_tongue:
Was kind of fun to go back and try out the "cheats" other players mentioned above, though.
I liked the simple graphics, even though I think the game was a bit too dark but that's probably subjective.
My main concern was the depth perception. I played on "fantastic" settings, but I still had a hard time navigating between the platforms. I'm not sure why; maybe it was the dark background, the perspective, the thin platforms or maybe a blob shadow - as some others have said - would have been better.
Overall, really fun game with a great length for the Compo! For your first Ludum Dare it is especially impressive.
I hope you keep working on it!
Moments I like:
- Low poly style and models
- Open a lock to get another lock trick -- it works well here
- Level design where player always can see his goal, but it is unreachable. Multiple paths.
Moments I doubt:
- Exploit is still reproducable (see: https://static.jam.vg/raw/2e1/z/4106.gif)
- Character is able to jump over the boxes too, just spam 'jump' while being pushed by a box.
- Skybox is not perfect, although it is better than a comlete darkness.
Thank you!