Hey everybody! You might remember us from past LD entries such as Going Down, Get Off My Land or Cervidae.
Our little team has grown over the past couple of years. It started out with myself (code) and Paul (2D art) and grew to include Carl (sound design, code, 3D modelling) and Shaun (music). This was our third jam as a four-person team.
Cathode Way is by far our most ambitious game to-date; where we usually manage to wrap our games up with neat little bows as end-to-end playable experiences, Cathode is more of a "vertical slice" of what could be a pretty cool full game.
I'd had the idea behind the game kicking about for a while: a tiny 2D platformer that exists inside a 3D open world as interconnected but physically separate television screens, each of which shows a small portion of the overall 2D world. It wasn't until we got started that I realised how this simple mechanic could make for some really interesting puzzles.
Usually in a post-mortem, I'd break down how each day went - but I'd rather talk about some elements of the game that made everything come together so well.

Interplay between 2D and 3D worlds: To begin with, while I was experimenting with laying out the overworld (I've never done traditional 3D level design before), Paul went ahead and designed a whole 60-odd screen 2D platform level. It was really good, and the idea was for me to distribute the screens in the overworld to suit the 2D design. However, by the end of day two it became apparent that this wasn't going to work and that we needed to design the layout of both worlds together to create moments where the 2D and 3D elements intertwined instead of feeling totally disparate.
You flick a lever in the 2D world, and a door opens in the 3D world. Go up in the elevator in 2D and you're also going up in 3D too. Get to a "hub" in the 3D world (the fountain courtyard), and the 2D room on that screen is also a hub with 4 possible directions. Racks of screens in the overworld represent a series of connected screens in the 2D world.
Designing the overworld and 2D world in parallel was the key to making Cathode Way work.

Sound design: The first audio in the game was the music. Shaun created a fantastically melancholic theme for the overworld, and an upbeat, exciting track for the platforming sections. But the beauty was that the two tracks are essentially the same piece of music overlaid and crossfaded when you enter and exit screens. It works perfectly, and getting that crossfade in was the first "oh shit!" moment of the jam.
The "ping" sound that Carl designed for when the avatar transitions between screens was also a defining touch. Making sure that the sounds for 2D doors and 3D doors opening/closing were uniquely identifiable. Manipulating the 3D spatial sounds so that you can hear a door opening from far away and still get a general sense of the direction the sound came from.
Then came the Musak-style elevator track that I casually suggested (kinda jokingly) to Shaun about four hours before the Jam ended. He came through with the track just before submission - which is why it didn't appear in the video below which was recorded while I was still frantically bugfixing and polishing. The track makes for a lighthearted moment toward the end of the game.

Those little touches: Implementing the blue beam that represents your avatar transferring between screens while the camera pans to follow was probably the most exciting moment for me. It was the first moment where the separate screens felt like they were connected. The first time it happens, it has an air of mystery about it until you discover what it means.
Putting down grass and trees, fences and paving slabs. Carl came through with the little environmental models that allowed me to start laying out areas that at least feel a little bit natural. It's no The Witness, but I enjoyed laying out the areas.
Colouring all the doors and gates the same. See a red door, and learn that it will open with a lever in the 2D world. This motif would have extended (in my dream "finished" version of Cathode Way) to any object in the 3D world that can be activated.

BUUUUUUUUUUUUUGS: Ugh. This was my first time doing "traditional" 3D world design in Unity. Most of my big Unity projects so far have involved runtime generation of levels, and custom physics. It appears that capsules get stuck in meshcolliders a lot. That's the most common bug here with the first screen in the game - the player gets stuck in the rock that the TV is resting on. Lesson learned - use boxes and spheres in future.
In the video below, you can see how hilariously broken the lift was until I learnt that parenting the character to the lift was probably the way to go. This is fixed in the final build.
One thing that isn't fixed is the most hilariously facepalmingly stupid bug of all; camera culling. While I was setting up the three cameras that are used for projecting the 2D worlds onto the rendertargets for the screens, I forgot to set up culling. I even thought about it while I was doing it - "I must turn on culling for these cameras!". Forgot. That's why the WebGL build runs like ass - the entire world is being rendered either three or four times depending on where you are in the game. I'd fix it, but I didn't realise until well into judging so that's that. You live and learn :)
We hope you enjoy playing Cathode Way - thanks for reading!
https://www.youtube.com/watch?v=JOnT8aKnz-o
Bonus playthrough by Youtuber Blootrix:
https://www.youtube.com/watch?v=TNrTtNmVFxs