EX SOMNIUM by GuitarBro

Every time, it's the same thing. You try to get out... but it pulls you back in.
Follow the lights.
Find your way out.
Free yourself from this dream.
Screenshots




Technologies Used
- Unity 2021.3
- Blender
- Affinity Designer
- FL Studio
- Substance Designer
- Substance Painter
- Nodewerk

Changelog
1.0.0 - Initial release
| Link | https://guitarbro.itch.io/ex-somnium |
| Link | https://guitarbro.itch.io/ex-somnium |
| Link | https://guitarbro.itch.io/ex-somnium |
| Original URL | https://ldjam.com/events/ludum-dare/51/ex-somnium |
Ratings
| Overall | 195th | 3.897⭐ | 31🧑⚖️ |
| Fun | 505th | 3.466⭐ | 31🧑⚖️ |
| Innovation | 340th | 3.603⭐ | 31🧑⚖️ |
| Theme | 26th | 4.433⭐ | 32🧑⚖️ |
| Graphics | 123th | 4.328⭐ | 31🧑⚖️ |
| Audio | 50th | 4.196⭐ | 30🧑⚖️ |
| Humor | 975th | 1.84⭐ | 27🧑⚖️ |
| Mood | 39th | 4.328⭐ | 31🧑⚖️ |
| Given | 9🗳️ | 16🗨️ |
(Also thanks for the being our first play :wink:)
@destiny2028 Thank you, hope it wasn't too bad. We tried to tone it down a bit but 10 seconds is pretty short. :pensive:
I was expecting something bad to happen, like a jumpscare or something, when you couldn't reach for a bright spot whenever the time was over.
But yeah, really solid puzzle game, loved it!!
@1minatur Thanks and those lamps are by design. Wanted to make multiple ways you could go so that it's harder to feel stuck. Just about every lamp you see has an intended route to it from where you are. :wink:
@edgeboyo Thanks! Happy to hear you liked it enough to spend more time with it. :smile:
The overall atmoshphere (brutalist architecture and music) was fantastic. And as I ran toward the light, I felt like I wouldn't make it ... but did at the last moment. I don't know how much you timed the space between objects, but it felt just rightly balanced.
Nice job!

Also, you can soft lock yourself if you fall down the pit with the lamp in it without activating the stairs first, just FYI.
If the spot you're talking about is near the beginning, there's actually a spiral staircase you can use to get out still.
Only thing I would add is to include a glowing object at the beginning so players understand that they can interact with them. There is a very small glitch where the door is visible under the first staircase and I thought I could interact with the door instead of understanding that I could interact with the staircase.
But I ultimately figured it out and finished this wonderful piece of art. Brutalism ftw.
The gameplay fits the theme really well, but if you're like me and have no idea where to go and what to do, it can get tiresome. I think I got stuck on the second lamp and then on the second play I figured out, that I can interact with the building. I got farther this time which felt great! But at some point I completely lost myself, got back to the starting area and had no idea, if I was making progress or if I was just running around in circles.
@leorid Thank you. That transition took several iterations to get to feel right. For a while it was more disorienting than just a straight teleport, but it eventually got to where it is now.
We tried to teach the interaction mechanic with the first lamp you can't get past until you touch it and also the first set of staircases, but maybe we shouldn't have had a way to progress until you touch the stairs. Hopefully the next puzzle game (if we ever do one again) will be even better about that!
@zubspace I'm sorry to hear you got stuck. The beginning area has two paths that can potentially loop back on each other, so that may be what you experienced. Perhaps we should have made sure you couldn't loop back, but we wanted a second path to make sure if you got stuck you could maybe find a puzzle that was easier for you. I'm glad you liked most of it though!
https://youtu.be/q1LNFwBNKcU
The only weird thing is that this games makes my PC too run super hot. Maybe you should try to cap the fps at 60?
Good job!
@icxon Thanks! Awesome playthrough vid. Really cool to see your thought process in real time.
@tanner-shelton Ah yeah, it _is_ a puzzle game so it's a bit hard to tune the difficulty just right, especially during a jam. There are no actual softlocks (that we're aware of), but some of the solutions can be a little hard to spot. Thanks for giving it a try regardless!
@link270 Appreciate the feedback. The emptiness was intentional since we felt that too much noise detracted from the puzzles and made it too difficult to play. The idea was to keep things interesting, but minimal so that players could focus on the few key elements that stood out more. Thanks for playing though!
@paulsams Oh yeah, I didn't even draw the parallels to Minit but it totally is similar. It definitely was more limiting trying to fit puzzles in, but hey, we wanted to try something different and I think we managed to do a pretty decent job. :wink: Glad you liked the music!
@itooh Really appreciate your feedback and I'm glad you enjoyed the core mechanic. We definitely went out of our comfort zone compared to our previous entries so I'm happy to see some people think it paid off!
@chocolat-endive Regarding the controls: thank you! I'll mention again just in case, but there's no softlocks as far as we know, just some less-obvious routes. Also I'm glad you mentioned the framerate, we didn't get around to adding an options menu so I didn't even think to add an option to vsync the game anywhere else. (Vsync was left off by default for people with low-end PCs, so the FPS doesn't get even worse for them.) Might do another build with an option to toggle vsync on a keypress or something.
And finally @ everyone so far, thanks for playing and rating! :smiley: