Dimensional Degradation by Ty Victorson
The crazy scientist has done it! A strange dimensional rift to who knows where and now there is only one thing left to do.... enter the rift and explore the horrors, treasure and unknown that lies behind it.
Explore through different dimensions in search for upgrades, then when you are ready find and enter the exit rift to travel to the next dimension, but be weary of how long you spend within the confines of any given dimension as too much time spent in a dimension could prove to be a fatal mistake...
Controls: Move [W][A][S][D] Jump/Double Jump [SPACE] Shoot [LEFT MOUSE] Dash [LEFT SHIFT] Interact [E]
| Link | https://ty-victorson.itch.io/dimensional-degradation |
| Link | https://ty-victorson.itch.io/dimensional-degradation |
| Original URL | https://ldjam.com/events/ludum-dare/49/dimensional-degradation |
Ratings
| Overall | 1495th | 2.545⭐ | 24🧑⚖️ |
| Fun | 1462th | 2.523⭐ | 24🧑⚖️ |
| Innovation | 1404th | 2.545⭐ | 24🧑⚖️ |
| Theme | 1330th | 2.773⭐ | 24🧑⚖️ |
| Graphics | 1337th | 2.523⭐ | 24🧑⚖️ |
| Humor | 1129th | 2.25⭐ | 20🧑⚖️ |
| Mood | 1375th | 2.474⭐ | 21🧑⚖️ |
| Given | 30🗳️ | 18🗨️ |
I actually like the odd dimension you teleport into; there's definitely something to further build up the game around.
Honestly quite an ambitious jam game though - I enjoyed jumping and dashing around the environments, and I was pleasantly surprised by the different maps you made, which have character even despite the lack of textures.
For me, the biggest problem was the lack of feedback to the player. The UI elements for health/stability were so small and out of the way I barely looked at them even though they contain necessary information. And there was no indication when I'd been hit, when I'd hit something or when my dash was ready to use again. Even something as small as my health flashing when I took damage, so I could see in my periphery that I'd been hit would have gone a long way in my opinion.
Definitely more positives than negatives though and super impressive considering the time constraint. The movement was smooth, the gun looked great (With the player pumping after firing being a really nice touch) and the levels were bizarre and interesting. Really enjoyable experience and a creative take on the theme. With some post-jam polish, this would be a really cool game. Awesome job guys.
The biggest issue for me was that I fell off the map a lot and got stuck falling - got respawned on empty space. Also as others have pointed out more developed UI elements would probably add to the game experience.
Overall a pretty fun and wacky playthrough though!
Other than that, next time, I'd suggest scoping the game smaller and focusing on key gameplay mechanics, in this case shooting feedback and what happens when you fall, plus what happens when you pick up stuff. The enemies would also deserve a pushback or an effect when you succesfully hit them.
I'd place some keys/pickups already near the beginning, so you'd get an idea of what they do early on. In the UI, I'd show how many out of how many you managed to collect.
Unfortunately, I didn't play long anough to unfold the mysteries of your world :(
Congrats on putting this together and please, continue making games :)