Cartography by Zorg
Cartography is a first person puzzle (plus walking simulator) game and the result of my first Ludum Dare Jam participation. Sadly, there was no time for sound (or proper artwork, or proper anything), because i insisted on making a 3D game in Unity from scratch without the appropriate Unity programming or Blender skills. :sweat_smile: But the game has a beginning, an ending and some gameplay inbetween. It was fun to make and i learned... something. :joy:
:arrow_right: Itch.io Cartography-LD38-WEB
:arrow_right: Itch.io Cartography-LD38-WIN.zip

Post Jam Changes + Various bug fixes + Updated title screen text + Animated the title screen
| Original URL | https://ldjam.com/events/ludum-dare/38/cartography |
Ratings
| Overall | 423th | 3.311⭐ | 47🧑⚖️ |
| Fun | 596th | 2.75⭐ | 46🧑⚖️ |
| Innovation | 438th | 3⭐ | 47🧑⚖️ |
| Theme | 637th | 2.8⭐ | 47🧑⚖️ |
| Graphics | 460th | 3.304⭐ | 48🧑⚖️ |
| Humor | 589th | 2⭐ | 38🧑⚖️ |
| Mood | 401th | 3.205⭐ | 46🧑⚖️ |
| Given | 60🗳️ | 71🗨️ |

I left a short comment on your game, too.
(That would be very cool)
Thanks for playing! I'll play and rate your game when i'm back at my PC as i'm currently on mobile on a train.:smiley:
The low field of view made me dizzy, so I had to stop after activating 6 towers. However, the controls felt good.
Interesting game that I wish I could have played to the end.
I like the minimalism of the graphics and the short field of view is perfect to give an impression of claustrophobia and try to draw a map of the small world as the game title suggested ;)
I maybe tried a bit more than expected since I didn't have pen and paper beside me, so I tried to remember all the paths (even though at the end I went a bit random).
Great work!
@for-science Getting lost is intended to encourage the player to draw a map, hence the title. The game is less trial and error with a pencil and paper and i hoped that the players get the idea behind the map and the arrangement of the towers. I'm sorry making you feel sick. By field of view you mean the camera setting or the fog? I did not switch camera settings afaik, but the fog is there for a reason. If you activated six towers, the game is almost over. It's a shame you were forced to miss the end. :(
@silkworm-sweatshop Hey, thanks for your patience. How is The Wizard And The Slug coming along? I did not know you are a LD veteran. See you over at TIGS. ;)
@matita Thank you for the nice words!
@arcticmattekar I did not think of motion sickness at all (i'm a long time Quake II and III player). Lesson learned. I'm planning to build a settings page for things like mouse sensitivity and sound volume (i hope my cousin will make some music for me) and i'll add a setting for FOV, too. But the fog can't be optional as removing the fog would break the game. It was not my first time using Unity but my biggest project so far and my first "finished" game.
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**Many many Thanks for playing and commenting, everyone!** I played, rated and left a comment on your games, too. Hopefully you can get something constructive out of it. :smiley:
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P.S.: The text field ate my comment and i had to type everything again. :((
So you did all of this without understanding Unity programming *or* Blender just during the Jam? Holy smokes. That's impressive.
Keep up the great work!
*Yay, I've ascended into particle physics!*
Later on you could collect the maps everyone drew. :D
Really fun game! Thank you for that! :-)
The controls feel great and the visuals are nice as well.
Impressed what you were able to achieve in such a short time with not much experience in either blender or unity. Would love to do the same one jam and this is definitely inspiration for me to attempt it.
@scriptorum, @evogengames, @marccio-silva, @howardcs and @franklins-ghost I already played your games and will write some comments, soon.
It's self-explanatory enough, so the lack of text works just fine, and again, I think this adds to the mysteriousness in a good way. The ending fit in really well too, but it could've been a bit more clear (again, probably something that sound could've helped with), because it took me a few moments to realise I was actually floating up into the air and before I saw the flying saucer.
I did notice the symbols, and see now that they were added for people with colour vision deficiencies. Nice! Tho of course I didn't know that when I started playing, and began pondering what they could mean, haha.
Nice job!
@joseph-matson I'm happy how it turned out. Until the third day, only the tower activation mechanic was in place. When i added the stone circle, the only idea was to show the the player his progress. The first tower was intended as a tutorial as it's no challenge, but you learn to use the jump pads and hopefully have another look at the stone circle so he gets the progress bar behaviour, before moving on. The chances are high that you see the circle again because every path leads back there.
@evogengames A paper canvas in the game is a great idea, but toally beyond my abilities. Thanks for that idea. The title of the game was added at the very end, just before the final compiling. I was brainstorming what the game i made was about and when i googled "mapping" i stumbled across the title and just had to take it because there was no time left.
@marccio-silva Thanks for resisting the urge to stop playing. At the end of the jam i was pretty sure to annoy some players with the long walking distances. But i could not do much about it at that point. that's why i put "walking simulator" in the description. It definitely takes some patience. I underestimated the distances and when i realized it, i had no time to rewrite everything. It's a flaw created very early on the first day.
@howardcs Oh, did not notice this one. A mouseclick somewhere on the game screen should lock it again. I'm happy that players invest the time to finish the game and hope they like the ending i put in (last but not least to appreciate their spended time).
@franklins-ghost Thank you for the kind words! The title was not planned, see above. I used the jam to approach unknown terrain and it could totally have gone wrong. It was a great (but exhausting) experience, and showed me i should take more risks and leave my comfort zone more often.
@ava-skoog Yes, i underestimated audio. I was not sure if i would participate. I could have asked my cousin, who makes synth jams on YouTube, it would have been a good match, i guess, but i did not want to ask him without any notice in advance. It's on my list for a post-jam-version (along with other ideas), but at the moment i'm not sure if i want or can afford to invest the time.
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**Thank you for the feedback!** :smiley:
If you stopped playing or want to revisit the game again ...
[SPOILER] [C] activates a cheat mode which disables the ground check, so you can jump in the air infinitely. :wink: [/SPOILER]
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I'm not a fan of mazes. It is the one puzzle genre that I really dislike. The reason? Mazes are mostly an exercise in patience, memorization and very little deduction. They don't tax the logic part of my brain much at all, which makes them boring (*to me*).
In other words I'm just going to talk about the rest of it. The graphics and mood are rather nice. The colored fog is a neat touch. The structure itself is needlessly big and you cannot sprint. There should also be some other sights to see I reckon, the dull grey corridors get dull indeed.
Taking your inexperience with the tools into account this is a solid entry.
"Ok, so we have a small circle of columns, and a wall. What's that yellow circle-cross'y thing? Oh, jump platform. Ok, I'm higher, I see another jump platform and a red stone, I bet that does something. Jump higher, touch the stone, oh, it lit up and one of the columns lit up also - that means I'm supposed to do that. And there should be more stones.
But how am I supposed to remember what is where when the fog is so close?
I better scribble down some map...
oh, *that's* why it's called *Cartography*"
That's simply good design.
As for the rest of the game, It's very solid (I couldn't find any glitches to take a shortcut, you took care to add symbols to colours, movement and feedback is good).
What this game could use is some moody music, and something to add to the overall experience - scattered notes to collect for example, something apart from the main puzzle that would make the player strive to reach the end.
Very solid idea, good take on the theme, well designed, and programmed with attention to detail. Minimalism is also a plus for me, so - very, very well done.
Leaving my rating, cheers!
@mikea Thanks! I enjoyed your game very much.
@slash_random Thank you! A big problem of the game is, that the mechanics in the background are barely visible to the player. I did not want to make a maze game, the maze should obscure the understanding of the game world.
@rixud High five! :smiley: I'll study your game, too.
@huvaakoodia Thank you for the detailed feedback! It's very valueable to know why the game does not work for you to improve it for everyone (if possible, it would likely need a complete rewrite).
At the beginning, my description included the word "maze" but i got some early feedback that i should remove it, because it spoiled the discovery of the task you have to perform to win the game. I'm sorry i lured you into playing a maze game you would not have played if you knew it was a maze.
Honestly, i hoped to tickle the logic part of the player's brain with the question about the nature of the game world. I did not want to make a maze game. But i failed to convey this bigger goal to the player, so at the end, it IS a maze game, sadly. If i wanted to make a maze from the start i would not have needed anything of the code i wrote the first day and could reduce the distances between towers drastically. I planned to add more stuff between the towers, but simply ran out of time. See the end of this post for further reading on this topic.
@takusan Thank you for the nice words. The first tower is indeed meant to be the tutorial. I'm happy it worked this well for you. I like games which teach you things through observation instead of words, also i'm not very good at writing. The title was a lucky accident, just before compiling and submitting. I totally agree on the lack of music and additional things to discover. Sound was a very optional thing from the start, because i'm not a music person (i wanted to ask my cousin to create the complete soundscape, eventually). I planned statues between the towers, but i wasted too much time on the first day so my time in Blender was cut short. I planned to make more graphic stuff.
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**Hey everyone! Thanks for your valueable feedback, it means a lot to me!** :smiley:
I have two questions:
- Did you figure out what the symbols mean?
- Did you notice that if you follow the walls, you arrive at the same tower you started, after one 90° turn each below two adjacent towers?
MASSIVE [SPOILER]The game was not planned to be a maze game from the start. The maze (and fog, and the long distances between towers) was put in to obscure the real goal i intended for the player: to understand the game world. I guess i was not able to convey this goal to the vast majority the players, so they did the obvious and just solved the maze. I cannot blame them for doing this. :slight_smile:
Here is a FULL MAP of the game, please DON'T LOOK AT IT, if you are still planning to figure it out for yourself: [cartography-map.png](https://i.imgur.com/0RFiBBq.png) [/SPOILER]
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### GOOD
-Atmosphere felt pretty dope, the colour changing fog was a highlight
-Once I figured out why it was called cartography I had a blast
### IMPROVEMENTS
-A little sound goes a long way, my first GGJ entry didn't have any so I made sure to include some this time, makes all the difference in a small title.
-I did quit and come back to this, having a way to sprint or a reason for being so slow would be benificial I'd say
-You seemed to slide slightly in the game
-The jump booster should give you a *little* more height, it took a while before I realised that you had to hold W if you wanted to get up onto the walls/gems.
Overall a good game, with sound and some more gameplay mechanics this could have been a winner!
the mood is excellent, but it really lacks sound. I think even just a few sfx would already add much. maybe next time!
anyway congrat's, it's quite impressive for a first Ludum Dare game! :)
I like the overall design, even if it did feel a bit empty. A small bit of additional environment to look at (grass and trees, cryptic drawings on the walls, etc) would have gone a long way, as would some audio, but obviously there's a limit to how much time you have in a Jam.
Hope to see you again next time around!
@ping78 Thank you!
@axoona Oh, did you walk through a door first? I hoped to draw players pretty fast towards the colored things like jumppads and crystals. Yes, the lack of sound is sad, but the time was over and i didnt't want to rush it. I'm sure my cousin could create a great soundscape, maybe for a post-jam-version. I should have asked him before. Maybe next time is the right spirit! :D
@philomory You bet, it's a lot of work. I planned more features but accomplished less (or added new things like the end sequence instead), but overall i'm happy with the result. The time management is harsh. But i need to put just a little bit more time in evaluating what's possible and planning my tasks next time, i guess. I want to participate again. :)
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**Thanks for playing and your comments!**
I'll play, rate and leave a comment on your games, too. :smiley:
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Very nice to play / explore.
:clap:
:thumbsup:
:ballot_box_with_check:
The ending is pretty interesting too.
Nice job :grin:
**MASSIVE SPOILERS AHEAD, don't click them before playing the game!**
The symbols:
!> A vertical stroke means one, a horizontal stroke means two. So they just build the numbers one to six:
!>| - + = ≠ ≡
The order of the symbols is not random:
!> Two symbols build a pair, there are three pairs with a sum of seven.
The game world actually is:
!> A "projection" of a cubic world onto a plane. The number symbols on the towers are arranged like on a normal D6 dice. Every side of the cube has a tower in the center and consists of nine tiles, imagine a Rubik's Cube. That's why it's possible to have internal courtyards building "triangular" shapes with three walls and only 90 degree corners.
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**Thank you very much for playing, rating, commenting and all the nice words! It means a lot to me!** :smiley:
I'm very interested if anybody found out all the 'secrets' in the spoilers.
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