Disintegrate by zenmumbler
Disintegrate
TLDR
- WASD/ZQSD/Arrows to move, E to interact, standard first person controls
- 2 puzzles, 3 large hints in the level
- Find the orbs, more orbs make you better, really.
- The exit is behind the starting point, just turn around
- Walk up to stuff for descriptions, hit E to read again
(did not start on Edge for WIn10 for me, will look into that later, all other browsers on Mac & Win worked fine for me, YMMV)
Play now

Facts
- a HTML5 WebGL game
- using my own Stardazed game framework
- a solo endeavour, but a Jam entry, with a few sound and texture assets, I made the level layout etc.
- mostly done, but lacking in polish and finish
- the 2nd puzzle is a bit more complicated, sorry about that if you're not into puzzle-y things
| HTML5 (web) | https://zenmumbler.net/ld40/ |
| Original URL | https://ldjam.com/events/ludum-dare/40/disintegrate |
Ratings
| Overall | 221th | 3.797⭐ | 34🧑⚖️ |
| Fun | 317th | 3.594⭐ | 34🧑⚖️ |
| Innovation | 531th | 3.203⭐ | 34🧑⚖️ |
| Theme | 719th | 3.25⭐ | 34🧑⚖️ |
| Mood | 6th | 4.5⭐ | 34🧑⚖️ |
| Given | 38🗳️ | 27🗨️ |
Keep it up.
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stardazed.js:5865:295
It's this line: effect.flattenFunction=flattenFunction;})(effect=render.effect||(render.effect={}));})(render=sd.render||(sd.render={}));})(sd||(sd={}));var sd;(function(sd){var render;(function(render){var effect;(function(effect){effect.registerModule({name:"grading/srgb/lofi",provides:["ConvertSRGB"],code:`vec3 srgbToLinear(vec3 colour){return colour*colour;}
And
ReferenceError: sd is not defined
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ld40.js:57:43
Which is probably the code for your game?
The second puzzle took a while to work out, but I'm glad you had included in the description that there were three clues in the level, because I stopped looking after I found the two "keypads" and corresponding clues. This is one of the first LD40 games I have played that had a story too it. It was intriguing and I would love to see this game expanded upon. I noticed that you opted out of the graphics category, but I think you did well with the textures and look of the complex, but you could do some really cool things with the orbs. I enjoyed the runes as well!
I loved the mysteriously creepy mood, combined with interesting but solvable puzzles, this was just perfect!
The background soundtrack sets a spooky mood, the way the footsteps become irregular and the view becomes crooked (never seen this technique in any other game, excellent idea) added to the feeling of uneasiness ; at this point, one unexpected obstacle on the way back would have been great!
This reminded me of Kairo (the indie game by Richard Perrin, which I consider to be a reference for this kind of moods).
As for the effects and mood: I am a big fan of Frictional Games and and I strongly encourage anyone who appreciates these types of experiences to play all their games. It may be nice to start with their older games (Penumbra: Overture and Penumbra: Requiem) or get straight into their more well known titles: "Amnesia: The Dark Descent" and SOMA, which is closest to the experiential vibe I believe you refer to. All available on GOG and Steam and also on Consoles, etc.
I also remembered that the camera tilting and movement impediment was done very nicely (though in 3rd person view) in Eternal Darkness for the Gamecube. If you can find a way to play it, I recommend it, a nice classic.
For those interested, the numeral system in this game I based on Riven's 5-based counting system. First the digits 1-5 and then 1-4 again combined with 5 to form 6-9. The system in Riven is more elaborate but I needed to keep it a bit simpler. :)
(Just checked out Kairo, intriguing. Will investigate further, thanks for the tip!)
Great job too in creating atmosphere, from the fog of war to the very decaying graphics to the good choice in music. Definitely a rush when I grabbed the last orb and ran to escape at like a 45 degree angle.
Weird bug to note---when playing in Chrome, I found that if I ever moved my mouse too fast, or too far in any direction, it would cause the camera to snap back to its position before I started moving the mouse. I was able to get around this by lowering the sensitivity of my mouse though, so I was still able to enjoy the game.

Sadly, the end really is the end, there's likely a bug in the final titles. Hitting E for example will also make the player say something, but that message is for in-game, not end-game. Reason is the end game titles were added about 5 mins before submission time ;) Sorry for the confusion.
The "Unless I go back" is meant to convey that the protagonist, despite being almost destroyed by the orbs, still yearns for the power they could bestow upon them, but it's rather concise story-telling indeed. Hope to clear all this up in my "hd remix" version.
While your game last year at least *felt* longer to me, this was still very much enjoyable. You set up a great atmosphere and the effects of the orbs added to it. That was obviously the hook into the theme. Would have be interesting to see where that could have gone if the game was a little longer.
It was rewarding once I finally figured the layout out and had the map in my head despite the darkness, so that I had to go back where I'd already been was a good thing, since it allowed me to put that to use. c:
You say you thought the indirect puzzle would be difficult and I guess I can't say! We (I didn't play alone) are rather seasoned players when it comes to games like this (The Room, Myst, Monkey Island and more) so it was kind of obvious to us, haha. We did use pen and paper to copy down the clues on the walls. I hope that's not considered cheating, because we usually play that way if the game has no built-in system of keeping track. 😛
I guess I'm a little confused about the pit and the well, since like I said in my previous comment attention was brought to them, but they didn't seem to actually serve a purpose in the end. I hope I didn't miss anything there!
Just my cup of coffee. Good job once again! Also didn't know that these games were made with a custom engine (I pretty much assumed Unity by default), so that's really cool. C:
I think writing down hints is the "proper" old school way of doing it, now I see people just taking a picture of the screen with their phone these days, which is fairly obvious but something I always forget I can do in the moment.
About the pits, the reason for their existence is that I was bothered by the 2 empty rooms before the orb chambers and I needed something quick to add some ambiance. Now, a pit in Sketchup is made in about 30 seconds. — In general, I can recommend Sketchup for quick creation of indoor spaces. With a bit of practice you can create quite elaborate architecture quickly. — Anyway, I added the 2 pits, put a trigger collider in them and had a message pop up with a sort of … SH-like ambient detail text. But beyond that they play no role in the game.
If you don't mind I'll be sure to give you a ping when I release a better version of this. Thanks for playing!