RIFT by Pavocado
A black and white puzzle platformer about using machines to control an unstable world.

Welcome to RIFT. The borders between worlds are colliding. Reality is no longer stable. Matter is shifting into other dimensions. Interact with stabilizers to anchor unstable objects back into the world. Find the Device to bring stability to the universe... for a short time anyway.
RIFT is a platformer where you use the instability of the world to solve puzzles and progress to the next stage.



CONTROLS: Use A/D or arrow keys to move left/right. Press space bar or use W to jump. Press X to interact. When the Device is equipped, press shift to stabilize reality.
Ratings
| Overall | 89th | 3.878⭐ | 39🧑⚖️ |
| Fun | 153th | 3.676⭐ | 39🧑⚖️ |
| Innovation | 130th | 3.743⭐ | 39🧑⚖️ |
| Theme | 171th | 3.865⭐ | 39🧑⚖️ |
| Graphics | 209th | 3.622⭐ | 39🧑⚖️ |
| Mood | 126th | 3.608⭐ | 39🧑⚖️ |
| Given | 30🗳️ | 53🗨️ |
I was a bit disappointed that I didn't get any secret messages after going back to the beginning using the machine -- I thought for sure the game was implying there would be something there by making that journey possible with the "background" unstable realities.
Nice
I liked the art of the unstable platforms!
Now for some harsh words.
If it wasn't a compo but instead a Jam I would suggest setting up base code for momentum and gravity, the game was really slow for me personally.
X instead of E for interaction always boils my balls too.
Otherwise I'm really impressed with how many screens there were for only having made this game in 48 hours!
I didn't feel like there was enough screens though! My target was 30, but I only got 24 haha
Only thing i want is more levels and refined artwork!
I like the use of the minimalist graphics (although those vibrating blocks betray the pixel-iness of your game)
I only felt that the game barely started, there were a lot of concepts introduced in a tutorial fashion but then it was already over. Also some of the rooms had a bit too much waiting and less creativity.
But this could be a nice base to built on, the gameplay works well already, so a couple more challenging levels could improve this a lot.
I like the symbols and overall style it goes for a lot. And I can see the mechanics as a solid base for any environment - it makes sense as a 2D black&white platformer, but could also be a 3D puzzle game or a puzzle dungeon in a top-down rpg. It's just a fun mechanic to play around with!
What I missed was animation on the character and a bit of eye candy in general - not that there wasn't, the symbols and instable cubes did an amazing job - but it made me notice things like the character and lack of environment more.
Showing later levels you can't jump to yet is pretty fun too - it creates a metroidvania vibe foreshadowing things yet to come.
I guess games like these need a lot of testing for levels to really be on point, so I'm ok with some of the puzzles feeling a bit tedious with their waiting periods. It's impossible to finetune puzzle games in one weekend. But the ones you made were creative and showed your imagination.
Cool entry! And definitely a prototype worth exploring further.
Thoroughly enjoyed the experience and played through to the end. Interesting mechanic & I'm glad you had the idea to give a stabilizing device to the player. I could definitely see this game get fleshed out into a larger experience. Really nice work
Really cool mechanic! I encourage you to flesh it out into a larger game. Still, this is surprisingly long and well explored for a compo game. The visuals are really pretty, so it's a shame about no audio to create a really strong atmosphere. Overall, very good work.
Other than that I felt like the difficulty was fine and I really enjoyed the art and the gameplay elements.
Felt very unique, solid entry!
This worked well and the shaking blocks really added to that unstable feeling. Nice work!
I enjoyed the puzzles, and the devices were intuitive and interesting so it was a fun experience.
At one point I got above the map, and was convinced there would be an easter egg because it felt like that kind of game. Like one where there's something hidden away somewhere for the astute player. I think to create that kind of atmosphere, even without the help of audio is an impressive feat. I saw in a previous comment you said you initially planned to add secrets back at the start of the game, so it sounds like that's exactly the vibe you were going for. Awesome job.
The original plan was to make the device toggle by pressing shift, but I found you could abuse it and preserve all the power by only toggling the key for a split-second. The other plan was to make it recharge when in the presence of a stabilizer, which probably would have worked, but I thought of that too late!
I'm not a fan of waiting as a gameplay element either, but it seemed the simplest, most harmless solution at the time :D
This is super well made and I think you should make a full game out of this after LD rating ends!