I was guilty by volatile-dove

[raw]
made by volatile-dove for LD 44 (COMPO)

A short contemplative game about self-exploration and redemption.

You have to find three clues about what happened on this temple island. Press space to read a clue when you think you are near one. The connection with the theme is not apparent at first: you have to unravel the story to see it.

There is no audio.

Available versions : * Windows version: A desktop height resolution greater than 1024 is advised (e.g. 1920x1080), but if not, this should rescale automatically to fit (except in fullscreen mode). * (Update 2019-04-29) a web version is now available! Note: it is slightly more pixelated when rotating, for performances reasons. Loading can take a moment, be patient. If your Internet browser window is smaller than the needed resolution (1024x1024 pixels), the key Ctrl+Minus on most browsers scales down the image.

Made with Golang+Ebiten for the programming part, and MagicaVoxel+Krita for the graphics part.

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Ratings

Given 20🗳️ 23🗨️

Feedback

saladon
29. Apr 2019 · 09:21 UTC
Interesting art style, I liked it a lot. The movement was a bit funky though, I got stuck a lot. Good job though!
jk5000
29. Apr 2019 · 11:11 UTC
The story and graphics is really good. The controls is really frustrating. Overall a good compo game. Well done.
Borys
29. Apr 2019 · 11:57 UTC
Story is really good, I like so much the concept of the pages from diary on island. Unfortunately I had to struggling a bit with not so good movement system. Anyway, game is very good! Great job!
chuckeles
29. Apr 2019 · 11:57 UTC
When I started the game the first time it froze and did not load. Second time fixed it. The controls are really bad but the levels themselves look terrific.
Game-mon
29. Apr 2019 · 16:02 UTC
The graphics look amazing, they remind me of Monument Valley (: and the story is nice. Movement is not perfect but it was okay for me. The overall atmosphere was really enjoyable. Congrats! :D
joemanaco
29. Apr 2019 · 21:33 UTC
It's very frustrating when you get stuck during movement at walls, but other than that great entry. Especially the artwork is very unique and stylish.
RumSquawks
30. Apr 2019 · 05:03 UTC
Those controls were a little bit clunky, but I absolutely loved the prerendered graphics. Your camera-turn effect is really cool, and I think this visual style has a lot of potential. :)
sillyman987
30. Apr 2019 · 10:40 UTC
How do I play this?
🎤 volatile-dove
30. Apr 2019 · 10:55 UTC
@sillyman987 You can click on the "Web version" link, if it works. Or alternatively, download the "Windows" version, unzip, and click on the exe file.
In game, use the direction keys, and Space to lookup on some places.
sillyman987
30. Apr 2019 · 10:56 UTC
THX @volatile-dove
maxr00
30. Apr 2019 · 17:56 UTC
Cool monument-valley inspired art, the camera turn was surprising at first but I got used to it quickly. Nice job
daria-toni
30. Apr 2019 · 20:08 UTC
It's sad that controls is a bit not friendly, but I like the art srtyle and the choice of the genre.
Maxime Hanot
30. Apr 2019 · 21:01 UTC
Good game ! But it looks like colliders are badly positioned and it need a little background soud theme.
Except that, it was a good game.
Geckoo1337
30. Apr 2019 · 21:25 UTC
I like the main aesthetic - something which reminds me Monument Valley. However, I guess that you could improve movements - and add sounds. Well done ++
Samuli
30. Apr 2019 · 21:45 UTC
Style and mood was great. Controls ruined it though, spent more time fighting walls than exploring.
Twan Mul
30. Apr 2019 · 22:03 UTC
I liked this pre-rendered backgrounds that rotated with this cutout player moving on them. It's a very inventive way of making a game. I felt a little bit lost though in what to do, the story and art were a bit disconnected.
Enver Arco
03. May 2019 · 14:05 UTC
Well done for finishing your game for the compo. just to mention though that the constant camera rotation was a little jaring, Its probably better to let the player decide when to do this
angiemon
03. May 2019 · 20:01 UTC
That was cute and definitley interesting.
I like the clean and smooth graphics - beautiful! The handwritten notes were also simple and beautiful, overall great pleasant colours. Grat idea as well!
Also liked that you have this little 3D island turned into 2D going on.
Would have liked it better if you could rotate the island with WASD and walk with the arrow keys or something (btw: WASD didn't worked for walking, but the arrow keys did) -> in case you don't want the player to see the back of the island before he gets there because of surprise/no spoiler reasons, just lock those views and make it rotate-able until the last non-spoiling view - know what I mean?

The controls were somewhat extremely confusing to me, also it wasn't clear where it's possible to go, areas which should have been broad enough to walk didn't work while others that looked super narrow did etc.
Also every arrow changes the direction it will follow when the camera moves, that was really anooying tbh - would have preerred it, if up was always go into the player's facing direction etc.
If not for the pretty art and me wanting to learn more of the story, I would've quit several times.
So maybe fix that and a little more level design to make it clear where it's possible to go and where not.
Overall a very sweet and imo succesful entry. Especially for a compo! With a little tweaking you could make this very great I think. Well done!
🎤 volatile-dove
06. May 2019 · 13:09 UTC
Thanks for your reviews! Indeed the collision and rotation are a problem, but it's because it's 2d pre-rendered images, and I manually put quick-and-dirty collision zones for the character (which is also a 2d pre-rendered image). This has of course limitations. But I'm thinking about rendering it in full 3d :)