Quantum Frustum by nusan
What if you could explore a world so tiny that quantum effects start to take place. You have the help of a beam of light, but your journey will be strange and disturbing.
Links : * Windows : http://lezanu.fr/LD38/LD38QuantumFrustumwin.zip * Linux : http://lezanu.fr/LD38/LD38QuantumFrustumlinux.zip * Osx : http://lezanu.fr/LD38/LD38QuantumFrustumosx.zip * Twitter : https://twitter.com/NuSanfx * Sources : http://lezanu.fr/LD38/NuSanLD38Src.zip
Made in 48h hours using Unity, ProBuilder, BoscaCeoil, bfxr. Update : I made so that escape button quit the game.

Ratings
| Overall | 38th | 4⭐ | 47🧑⚖️ |
| Fun | 192th | 3.356⭐ | 47🧑⚖️ |
| Innovation | 59th | 3.822⭐ | 47🧑⚖️ |
| Theme | 292th | 3.333⭐ | 47🧑⚖️ |
| Graphics | 13th | 4.489⭐ | 47🧑⚖️ |
| Audio | 143th | 3.326⭐ | 45🧑⚖️ |
| Mood | 43th | 3.929⭐ | 44🧑⚖️ |
| Given | 5🗳️ | 9🗨️ |
Overall, if you managed to make platforming a little more engaging and change the level accordingly, this could be really fun.
Gameplay is a bit weak for me since all you should do it to make 360° turn, and if way is blocked, turn around again. Some game over condition or time factor would fill this gap, I think.
Definitely my favourite on graphics/innovation.
Here is my 5/5 spheres: https://youtu.be/w2lWoyRvlNU
Thank you!
It was interesting how this kind of feels like a spiritual successor to your previous entry while still having a unique mechanic. It isn't particularly challenging, but it was fun while it lasted.
A few criticisms:
- the music doesn't really fit in with the rest of the game. It's a relatively upbeat MIDI track, but the game itself has a much more surreal and ominous look and feel.
- the popups for collecting orbs/game over were fairly underwhelming (I'm guessing this was due to the time restriction and not done on purpose though)
- mapping the shift button to restart area instead of 'r' was a strange choice; my instinct as a player is for shift to be run
https://www.youtube.com/watch?v=qmUpejMpTcM
Music got quite annoying after a while.
Good job!
Anyway great game, loved playing it.
The puzzles weren't really challenging, but it was still a neat experience just to explore the world and collect the red dots. I didn't really mind the lack of difficulty.
I agree with some of the other comments that the music didn't really seem to fit the rest of the game. But I think that's a fairly minor nit-pick.
I love the fuzzy-edged quantum uncertainty visual effect!
"Hm, there is a wall, maybe if I just turn away for a second it will be gone"
The music and the colors give it a nice eerie atmosphere. I also absolutely love how the switching rhythm in the end synchronizes with the music.
It's a very nice twist on those puzzle games where you are changing the level layout with levers and buttons, but here you just have too look away, so it's a lot faster and convenient. You don't even have to realize those are puzzle.
The graphics are great and match the premise perfectly, but they gave me some framerate issues on a relatively strong computer.
Anyway, the level design is great, and I'm really impressed you managed to create something so huge during compo. Congrats!
Overall, I thought this was probably my favourite game I've played so far. Plus, the ending without the head torch was super dope! I'd love to know more about how to technically implement something like this.
Of course the main mechanic, with things changing as you look away, is great, and it really felt fitting for the labyrinth. I also happened to do that section last. But it actually ended up being the shortest/easiest one, haha.
You did a great job on making the objectives clear by having the first collectable at the start, and then removing the need for a minimap while also not confusing the player, by making the rest of them clearly visible from afar when climbing up somewhere to get a better look.
Polished and fun. Great work!
Update: I just saw you're the guy who made Fragments of Euclid. That explains all. I loved that game too
Very well made, but I must admit it's not my thing. Congrats
I'd say a little work was needed on the character controller to improve the feel, it was both floaty and too sensitive. Footstep sound was pretty loud. Music didn't really fit the vibe, mood would have been better with something more ambient I feel.
Still, quite enjoyable and I played until the credits scroll, so nothing put me off that badly.