Monke Rehabilitation Center by SpacialSeasoning

[raw]
made by SpacialSeasoning for Ludum Dare 47 (COMPO)

Xlon Mink attempts to rehabilitation the monke (you). You must complete a series of puzzles involving loops.

Due to the load times of certain features, the Web version crashing your browser on the first load. Due to the inconvenience of this, I have removed the Web version and included Mac and Linux versions. They are not marked post-jam because I did not make any changes.

If you fall through the world, you can reset the level using the ESC menu. If you get stuck in between portals, try moving in the opposite direction. If that doesn't work, reset the level using the ESC menu. This can be avoided by not suddenly reversing your movement direction.

There is one particularly hard puzzle involving flowers. If you can't solve it, use these hints. Hint 1: https://pastebin.com/7DUm8frE Hint 2. https://pastebin.com/3EBgjcZJ Complete Solution: https://pastebin.com/GkZcngeG

monke_rally.png

Boiler Room.png

Ratings

Overall 544th 2.929⭐ 23🧑‍⚖️
Fun 474th 2.881⭐ 23🧑‍⚖️
Innovation 347th 3.214⭐ 23🧑‍⚖️
Theme 496th 3.095⭐ 23🧑‍⚖️
Graphics 567th 2.5⭐ 24🧑‍⚖️
Audio 425th 2.636⭐ 24🧑‍⚖️
Humor 70th 3.636⭐ 24🧑‍⚖️
Mood 376th 3⭐ 23🧑‍⚖️
Given 16🗳️ 17🗨️

Feedback

TheVideoGamester
05. Oct 2020 · 03:18 UTC
Love the sound design. The about page was unexpected and funny. The lopping rooms were cool but I ended up glitching out of the map once or twice. Interesting entry to be sure.
Simone
06. Oct 2020 · 10:27 UTC
it crushes when I click start :(
🎤 SpacialSeasoning
06. Oct 2020 · 12:56 UTC
@simone You are using the Windows version right? Do you have an old graphics card? The game does render to quite a few large textures and I'm not sure if everything I do is supported on all hardware.
Simone
06. Oct 2020 · 13:44 UTC
@SpacialSeasoning I tried the html version.

That may be the issue.

The computer I am using is fairly new and I doubt it will have issues ;)
🎤 SpacialSeasoning
06. Oct 2020 · 14:11 UTC
@simone Yes, the HTML version definitely has problems. There can be up to a second of lag on the desktop versions when starting the game, but it can take several minutes in the HTML version (where it plays awful sounds and can crash your browser the first time it loads). I suspect the main problem (for me and perhaps for you if you have a laptop) is that web browsers don't typically request to use the dedicated GPU, so they just end up using the integrated GPU and certain things take a long time to load. I removed the Web version and replaced it with other platforms.
Siddharth
09. Oct 2020 · 05:04 UTC
Wow This was hard.. i am impressed by the mechanics.. especially how you implemented potals etc.. looping stairs were awesome..
pedrocoden
10. Oct 2020 · 00:59 UTC
Nice game!
Harrm
10. Oct 2020 · 12:51 UTC
It's totally awesome, but you do need antialiasing because text looks awful, and also I stuck in one place with walls appearing around me when I tried to move. Dunno if it's planned, but it was quite frustrating.
🎤 SpacialSeasoning
10. Oct 2020 · 16:04 UTC
@harrm The "getting stuck between portals" part of my description describes the wall problem. It is basically a problem where the portal only stops you from going back through instantly, so if you walk backwards before clearing the portal on the other side and end up behind it, then you will go through again when walking forwards, which puts you in the same situation on the other side. Optimally, I would only move the player to the other side after they had completely entered the portal, but I cannot do that because of godot rendering limitations (you would see the wall behind the portal before going in), so the only reasonable godot solution is to allow this bug. The text is antialiased, the problem is that godot can't render text in 3D so it has to be rendered onto a texture every frame. Godot's limitations caused quite a few problems (mainly the portals as godot doesn't allow stencil operations, if it did, I could have fixed the getting stuck bug easier). If I develop this further, I would definitely switch to a custom engine.
FireGamer3
11. Oct 2020 · 02:01 UTC
Seemed interesting, however I was unable to actually play past the second area. no matter how I entered the non-euclidean pipe it just got me stuck in a teleport loop
TheCakeConsortium
11. Oct 2020 · 15:11 UTC
Jeez, that's the most trippy game i played in this game jam. I think I got lucky with all the weird dimensional puzzles. For a shit-post game, this has a surprising amount of gameplay and puzzle elements. The challenge of getting the final gear (while falling through a pipe) is quite frustrating, but I got lucky and got the gear.

Elon musk meme, shitpost game :thumbsup:
WhyNotYT
19. Oct 2020 · 14:43 UTC
A Quality Shitpost!.

Loved The Humor and Audio. The Puzzles as well.

But The Graphics and The Framerate Man... 20FPS with a lot of stutters and a lot of overlapping faces and glitches as well. What engine Are You Using? Or Did You Make It From Scratch?

I Rate It 10 Monkes Outta 7 Elongated Muskrats
🎤 SpacialSeasoning
19. Oct 2020 · 16:30 UTC
@whynotyt I used Godot. It isn't exactly known for efficiency, but it is simple and works well enough for jams. I render each portal to a new screen-sized frame buffer, which takes a decent amount of bandwidth. I would expect lower performance on laptops with integrated GPUs that have to share RAM and don't do well with the scene being rendered 10+ times every frame. There is also a side problem where midway through the puzzle, Godot prints ludicrous amounts of errors from some of the decoration gears that use the script that doesn't properly handle the case where it doesn't contribute to the winning condition, making it lag on any hardware.

The stuff I am doing doesn't have to be this poorly optimized, but it does in Godot. Normally, for portals, games use stencil buffer operations. Unfortunately, Godot does not support this, so I had to use frame buffers. The movement glitches could be made better even with Godot, but there isn't much I can do for overlapping stuff and the FPS problems. If by overlapping faces, you mean the weird geometry when looking through the portals at a distance, again that is unfixable in Godot, as it does not allow custom clipping planes (portals would normally use their own plane as a custom plane to avoid rendering geometry behind them, but some walls are still visible due to the relative camera position. I did make some walls invisible to portals to help this, but it also leads to weird things where a wall suddenly appears after walking through that was removed due to problems with another portal).

Thanks for your feedback!