Museum by Poroli

Synopsis
You are the protagonist of this game. The one and only character. You find yourself in a museum corridor filled with 4 frames. The first frame is filled with the painting of a game. In order to fill the next frame and access the next game, you need to finish the first one. You may want to explore the museum and leave its confines, but that is not possible. As hard as one might try, one cannot leave the museum. Unless ~it~ speaks to you.
Controls
WASD to move.
To Start a game, walk in the painting of your choice.
Press Escape to show pause menu.
You can reset your progress by clicking the button in the right-hand corner of the pause screen.
Ludum Dare 54
This jam's theme was "Limited Space" so our team decided we wanted to be original and find a twist to this theme.
First, the museum:
The museum is Infinite and yet your are stuck in it's single corridor, doomed to view the same paintings over and over. In this, you, the player, are limited to the museum's space.
Then, the frames:
The Frames contain games, and so to speak, the games are contained by the frames. What we mean by this is that unlike 3D Games or Typical side scrollers like Celeste, the game space is limited by the frame's border. So everything happens on your screen.
Lastly, the Asylum:
We can't elaborate on that one. You'll have to play the game ;D
We had a lot of fun taking part in this jam and we hope you'll have fun playing our game!


| Link | https://github.com/notpatern/AsylumRetry |
| Link | https://notpatern.itch.io/museum |
| Original URL | https://ldjam.com/events/ludum-dare/54/museum |
Ratings
| Overall | 436th | 3.7⭐ | 37🧑⚖️ |
| Fun | 691th | 3.286⭐ | 37🧑⚖️ |
| Innovation | 320th | 3.657⭐ | 37🧑⚖️ |
| Theme | 589th | 3.614⭐ | 37🧑⚖️ |
| Mood | 42th | 4.3⭐ | 37🧑⚖️ |
| Given | 49🗳️ | 50🗨️ |
I'm a fan of the ambiance, the infinitely long corridor with the nice camera effects gives the game a nice mood to it!
Also, I got stuck here.
On the technical side, I did occasionally have some pretty major frame issues on my hardware in the museum portion.
In terms of gameplay, the ambiance of the levels is great, but as far as platformers go, I'm not a big fan of Unity's default friction; I prefer to deactivate it to avoid getting stuck against the platforms!
But otherwise I like the concept!
@pierre-marie I'm glad you liked the museum asylum twist, and thank you for your insight for the platformer! I guess next time we might just code our own friction cuz, you're right, Unity's is really not helping when it comes to platformers
Have a great day <3
and @pierre-marie thank you so much for your feedback, you may not know it, but you just proved a stubborn developer right about how annoying the "sticking on walls" was, and ill get to screaming at @teashna right now <3
love you both and have a good one out there, and thanks again for the feedback it means a lot to us ;)
the atmosphere of the museum is nice, and the level where you have to avoid the cubes you're automatically shooting is super fun
I will echo the yellow rectangle feeling a bit too sticky - I also got stuck on the level where you have to kick boxes into a goal. I kept trying to make the jump but it's not quite possible - upon restart I realized you start there and it's not possible to get back up

Visually the game is pretty great as well. No real complaints there.
The 1st painting had an awesome "oh shit" moment for me when I found out I was making my own challenge.
The 2nd and 3rd paintings were kinda dull though. The platforming was really uncooperative. There was too much acceleration, especially in the air, and there wasn't enough deceleration. The player was also sticking to walls like Spider-Man, for some reason.
I kinda had no idea what was happening throughout the 4th painting. It's muffin time threw me off hard. I guess I just wasn't expecting a line like that in a game like this.
And the asylum, while visually great, I think could've used an end point. Unless there was one but I waited around for a while and nothing happened.
I think if the platforming was fixed, and you throw in a bit more audio, this game would be a lot better.
Overall though, it was a memorable experience at least.
@real-flamingicecubegames Thank you for you constructive review! I hear everything you say and for that reason, I have to ask a question: Do you know if it still is possible to upload a build to the jam's site (I am not the one in charge of the game's upload). Because now I'm tempted to fix level design problems and physics issues, add more audio and rework the second and third frames.
Also I know that the fourth one is confusing but I think it's important that it remains that way for the whole unnerving and asylum mood of the game.
The rules section says that certain bug fixes are allowed, but must be highlighted in a changelog. Changing level designs and controls might be breaking those rules.
anyways, have a good one, and thanks again for the feedback it's really important to us
Hagrid came over to my house at midnight, we had pizza and were like "YOO THE THEME DROPPED" Then we thought this theme was terrible because we really wanted some other ones. And I don’t really know what happened but a minute later we had the game all fleshed out lmaoo
jk
Thank you for your feedback, I’m rather surprised by your take on the controller but it’s nice to hear you liked it (we don’t haha)!
Have a great day <3
@nicolasjl9 Thx!
@iron-head understandable have a great day
The first minigame was cool, took me a little bit to have that aha moment that enemies weren't going to spawn - I was simply meant to avoid my own bullets. I didn't like the platforming minigames as much as they felt too simple.
**My feedback**: I am a little bit confused - it's called *Museum* here but if you called it *Museum Asylum* (as the game files state) - this would have made a greater impression (to me the least). It is a *strange* museum for sure.. adding the insanity element makes it... more fitting maybe. Note: calling it *Asylum* also makes it more fitting to the theme!!
I was confused with the purpose of the game; the reason for the games being *these games* was not entirely clear to me.
Apart from that I like the trippy tune, had no issue with the mechanics of the games themselves. Next time.. maybe add some *even short* narrative? Like to add to the mystery and the whole reasoning for these? **One idea/tip**: have you played Rusty Lake games (Cube Escape?). Try them if not. **Imagine**: the end of EVERY mini-game reveals a piece "of a puzzle". Lost words (in the memory of the protagonist - for one). Or a part of a "key". Or a mysterious element. : ) How does that sound? Now immediately players *have a goal* which is also of some mystery!
The twist was that the name of the game changes when you're in the Asylym (try pressing ESC once you have finished the visual novel minigame)
Your idea about the games revealing narrative elements after completion was our starting point but we didn't have the time to implement it!
Ok, I get that time is little. But still -> adding even a *small* thing to make the mini-games' endings more purposeful (and adding to the overall feeling of mystery) is a big win! That could be as simple as even a filled blank in a *sentence with blanks* visible somewhere to the player : ))
GL!