Inner Pieces by Eckkert
In Inner Pieces, you to help a patient navigate their memories. Interact with cloudy moods to move deeper into their psyche, to help them find the source of their joy and fear.
Instructions (Read these... Or else!!!)








Known Issues
- The right and left arrow keys are inverted. Use
wasdor the mouse to control your character, unless you want to play on hard mode. Since this is not a game-breaking problem, I decided to leave it unfixed until after the rating period. Maybe next jam I will have learned my right from my left. ;)
Postjam fixes
- Originally, on slow computers, the game would run at extremely slow time-speeds. This bug was fixed, but that caused #2.
- On slow computers, the integrator would take timesteps large enough to lead to extreme physical instability. This problem was game-breaking on some clients. I added a limiter to cap the delta at 1/(24fps). The game may run at annoyingly slow time-speeds if your computer cannot achieve at least 24fps, so it's not a perfect solution.
- Keyboard navigation was added after the end of the jam, because adding it was easier than changing the tutorial text. ;) The game is really meant to be controlled with the mouse anyway, so you might want to ignore
wasd.
Secrets
You can press "p" to pause the game.
| Link | https://atomotron.github.io/deeper/index.html |
| Link | https://atomotron.github.io/shadow-of-archimedes/ |
| Original URL | https://ldjam.com/events/ludum-dare/48/inner-pieces |
Ratings
| Overall | 731th | 3.621⭐ | 31🧑⚖️ |
| Fun | 1321th | 3.069⭐ | 31🧑⚖️ |
| Innovation | 291th | 3.81⭐ | 31🧑⚖️ |
| Theme | 517th | 3.931⭐ | 31🧑⚖️ |
| Graphics | 646th | 3.897⭐ | 31🧑⚖️ |
| Audio | 761th | 3.37⭐ | 29🧑⚖️ |
| Mood | 176th | 4.161⭐ | 30🧑⚖️ |
| Given | 29🗳️ | 29🗨️ |
I didn't read your instructions, so at first I was pretty lost about where I could move and where I couldn't. But I eventually got the hang of shooting things and the colors and such. So then I wandered for a long time. I was just about to be like "wtf where am I going" when I Remembered the theme, and went down.
Nicely done, the moving through colors system is very cool.
I was initially brought in by the look and sound of the atmosphere but I quickly lost interest because I didn't know what to do!
very fitting concerning the setting of the game. Absolutely adored the art style and the ominous soundtrack.
It definitely has your guys signature with the more Zen-like gameplay and one of the protagonists being a sphere of
one kind or the other :D
Incredible work again! Incredible how some coloured blobs and flavour texts can have such an impact...
https://www.youtube.com/watch?v=kAQ0odowKTg
I played the game again and finally managed to understand what was going on with my controller that was not working properly.
1 - Mechanics, Learning and Flow:
The mechanics consists of opening the way to overcome through a cloud of feelings (as I understand it). You need to pass some feelings (recall memories) to be vibrating in the right color to overtake certain parts of the map. It got me stuck in some spots.
In addition, you can join symbols that are used as projectiles to "annihilate memories" generating a "cloud of feelings", this allows you to shape the way forward.
Learning to play, then, is not that intuitive, but the experience is quite interesting and meaningful, since it makes an interesting metaphor with overcoming traumas.
The game flow starts quite anxiously and remains so until the person understands exactly how to play (I think it is just a matter of transposing the explanation that is on the game page on the Ludum Dare website into the game in an interesting and well structured); when the player masters the gameplay, then the game flows much better (with a few moments getting stuck and depending on some "memories ghosts" passing by).
About the controls: it seems to me that the arrows and the ASDW have a small inversion of movement (right left versus left right). I don't know if that was on purpose.
2 - Graphics, Audio and Narrative:
The graphics are a mixture of simplicity (shadow of the ghosts) and exuberance (the forms that end up appearing when a "ghost" is annihilated and everything, which gives a feeling of traversing the inner cosmos of a mind).
The audio has some effects and an atmospheric sound, which helps a lot to make immersion possible (I think it is more than enough for the event time).
The narrative is very symbolic, although the text is also very clear, which makes it interesting.
3 - Culture:
The game talks about "mind" (as I understand it) and the search to overcome the traumas themselves (and what everything indicates with the support of a professional). In addition, it is a game with interesting navigation mechanics, which can be better polished (especially when you get stuck; perhaps a small pulse of dark energy will allow you to destroy the surroundings, but it needs to be loaded; who knows with some price).
4 - Monetization:
I suppose given the experimental nature, the game is more interesting as a portfolio, learning and advertising the team's capabilities; however, a version with the appropriate polishments could be sold at the level of experience. My main suggestion, in this case, would be to reuse the experiment to create games with other themes (something viral could come from this type of movement mechanics, in my view).
I also found that you can "dive" down between tight spaces - the acceleration flings you forward.