Co-Routine by MatchaFlavor
My second game jam and my first one in over two years! This has been a really fun ride.
Co-Routine is a 3D platformer puzzle game where you loop through controlling a sequence of red, green, and blue robots to solve puzzles!
All assets excluding font made by MatchaFlavor

Tools used: - Unity 2020.1 - Engine - Adobe Photoshop - Textures, UI Sprites - MagicaVoxel 0.99.6 & Blender 2.8 - 3D Modelling - BFXR - SFX - Bosca Ceoil - Music - Audacity - Sound Editing
Font "8-bit HUD" is licensed under SIL Open Font License Version 1.1 http://scripts.sil.org/OFL
| Youtube | https://matchaflavor.itch.io/coroutineld47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/co-routine |
Ratings
| Overall | 783th | 3.508⭐ | 64🧑⚖️ |
| Fun | 1030th | 3.148⭐ | 66🧑⚖️ |
| Innovation | 684th | 3.444⭐ | 64🧑⚖️ |
| Theme | 1261th | 3.113⭐ | 64🧑⚖️ |
| Graphics | 687th | 3.685⭐ | 67🧑⚖️ |
| Audio | 731th | 3.234⭐ | 64🧑⚖️ |
| Humor | 845th | 2.637⭐ | 53🧑⚖️ |
| Mood | 1060th | 3.155⭐ | 57🧑⚖️ |
| Given | 53🗳️ | 93🗨️ |
Once I understood fully the mechanics, it was lots of fun!
I love how the robots kinda look like B-MO from Adventure Time!
The only negative feedback I can provide is the clunky camera. I got used to it, but the mouse movement, rotating camera felt unresponsive and weird. But that was just a minor details :)
My only real suggestions for improvement are twofold:
- There's mild clipping and z-fighting occasionally. If you fixed that, visually it'd be perfect.
- The tutorial is many many words, and its hard to take it all on board on a first playthrough. Maybe "show not tell" could be applied a tad more to help out here?
Overall, if this was a full game, I'd happily buy it. It seems like with some minor ironing out this would be fantastic! :D
That said, aside from the difficulties learning how to play, this is a cool puzzle concept! I got sucked in for longer than I expected, because every time I messed up, I kept thinking to myself, "Okay but *now* I know what to do - I should give it one more try." :)
Had a little trouble figuring out how the different switches functioned even after reading the 'how to play', and it wasn't totally clear when I could/couldn't switch between robots, but that's the kind of thing that an extra hour or two of polishing time would fix.
Definitely a strong submission!
The graphics look awesome, and the music fits the game nicely. After a struggle to figure out how everything works it was a lot of fun. The puzzles were challenging and because of that I ended up spending a fair amount of time with this game, which was a good thing.
A solid entry, good job!
Graphics are nice: simple yet it all blends in.
Controls are a bit confusing. It would have been cool to have a quick hint of the controls when you start playing. It's all getting easier once I went back in the how to play screen :smile: .
Pretty cool overall. Nice Job !
I'd love to see a polished up version of the game, because I really enjoyed it when it was working as exoected!
Charming art style, and uplifting, if repetitive chip-tune retro style music. Hilarious walk animation for the characters, add a bit more of this style for maybe sitting on buttons or swapping between the bots and maybe the hardness of the puzzles would be bearable for longer. Perhaps each bot could have a different personality?
@darcytimms @tamail @thunderkerrigan @kisk @fingamer
I'm glad you all enjoyed this and I promise I'm taking good notes on this feedback.
Yes the camera needs some more work. I did use cinemachine for the majority of the camera movement so I'll tweak the rigs and see what I can get, or maybe find an alternative solution.
I was thinking, maybe there should be spots where there is a super swapper pad. That would allow you to pass the tedious points buts still sequence out the puzzle elements.
- BMOs are very cute
- Voxelized Aperture Inc. works well
- Core concept is straight forward
Con:
- Gradual lerping on the camera made me motion sick VERY fast. Sticking to a traditional 1:1 mouse:camera movement would probably help.
- Being unable to "re-use" a node isn't very clear - colorizing a "used" node, or a popup message when you tried to use one that was "used", could be easy ways to communicate that idea
- There's no indication that, when you press a button, it affected a different platform. The most "elegant" way to resolve this would be to place platforms that move as close to their triggers as possible; or at least within their line of sight.
I know I'm more sensible than average but I got a bit motion-sick because of the camera acceleration.
Also I would suggest a bit more speed to the robot movement for less (or at least shorter) repetitive tries and error to figure out the puzzle (3D constraint).
Overall a nice concept! I believe it requires talent to design such puzzles and mechanics.
However, I didn't feel like I had enough of an opportunity to really learn all of the rules before being forced into the thick of them. There are a *lot* of different things going on here, and it's really hard for a player to keep track of them all, especially in the first level.
Still though, once you get to grips with everything, this game's a pretty good time. :slight_smile: