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This is a game made in 48 hours for Ludum Dare #19! The theme was "discovery".
Controls are just mouse position and clicking.
There are rules for the glow, when the boost is usable, the color of the glow, and when you can break through walls. Figure them out, then figure out where that cake is!
(there is some reasoning behind the odd name, but you'll have to discover it for yourself)
but the cake is a lie...
Excellent gameplay concept, original yet intuitive. Smooth mouse controls. Good progression of difficulty and extremely well-balanced sense of exploration, as the player discovers how the gameworld works and finds new areas that the new-found abilities can be applied to access. Puzzles take skill to solve without being unduly frustrating, and there is always a clear sense of what has to be done next.
Clever, compelling, and full of fun!
I began playing, and didn't stop until I found that cake. There are few games that grab me in such a way. This one was a very captivating and enjoyable experience.
You struck an excellent balance of exploration, puzzle-solving, and all-around difficulty. I'm glad you gave no specific instructions other than the mouse controls, as the lack of them added to the challenge.
My first few minutes were spent flying around aimlessly, wondering what I was supposed to accomplish and confused about how everything worked. But that feeling of ambiguity was gradually replaced with one of satisfaction as I continued exploring. In due time, I was able to figure things out, and once I understood how everything worked, I began to do some serious searching to see what I could uncover.
In my travels, I encountered puzzles and challenges that were sometimes frustrating, but never discouraging. Although I had figured out the controls, I was going to have to get more used to them if I wanted to triumph. I welcomed this as part of the challenge, and continued my struggle.
I eventually became comfortable with the controls; and by that time, an objective had emerged. I was willing to explore every nook and cranny of the world, excited by what I might find. That's exactly what I did, and I was in no way disappointed. Each new find gave me additional encouragement to search further. Even when an area didn't contain much, the thrill of the find alone was more than satisfying.
My explorations and discoveries continued until the game's conclusion, in which I nabbed the cake of victory. And what a delicious and satisfying victory it was!
The game was not so short as to feel incomplete or unsatisfying; nor was it so long as to become boring or repetitive. I think the length you chose is perfect. My interest was grabbed right from the start and held captive until the very end.
The mechanics are very original; I've never played anything quite like this before. I think the game's uniqueness played a big part in making it a wholly enjoyable experience.
Another reason I had a great time playing this is because it was easy to tell that you put some real soul into it. In particular, the little things - such as the secret area and the question mark pattern in the wall - let me know that you really care about the impression this game will leave on others, and that you had fun making it. Even the very subtle things - like the way the glow around the astronaut-like character will either blink rapidly or not blink at all - gave off an air of extra effort that wasn't necessary, but included anyway for the player's enjoyment.
The inclusion of two background music tracks was a great move. After playing to the first tune for a while, I was pleasantly surprised to hear a second one kick in. The subsequent switch back was just as nice. On a more personal level, I really liked both tracks, but a mute/unmute mechanism would've been a welcome feature nonetheless.
I don't have much to say about the graphics, other than that they were simple and served their purpose well. The same can be said for the sound effects.
What I would like to mention is my appreciation for the black bars you situated along the edges of the play area. Those are a superb idea; they do a lot in the way of making the character easier to control.
I have one extremely minor complaint: When you click the screen to unpause, the character's boost activates if it's usable at that time. This doesn't really detract from the gameplay, but it's a bit annoying.
I also have one suggestion: The addition of a timer. This feature would add significant replay value to the game by encouraging players to challenge themselves to top their best times.
As is, this game is a real winner. It's creative, challenging, and best of all, fun from beginning to end. I feel that my little bits of criticism and suggestion could perhaps improve it, but that's just me. You've done a fantastic job, and I hope to see more great things like this from you in the future. I wish you the best of luck with your creative endeavors!
The Player, not the Game.
Yo, For your first completely encouraging comment. I think this game was wonderfull. The concept for this game was something I don't think I've seen. It was a nice switch-it-up. And I assume you've played portal. haha The mouse was useful for the kind of precision needed in this game. And for the quick switching of screens, don't move in a direction that you're not moving. Don't make up reasons to complain people. And speaking to the author again, Keep up the good work. I hope to see more. Hopefully front page sometime. haha
Concept was good.
It took me a few seconds to figure out what i was supposed to do in this game (Yeah, i didn't read the author comments, but after that, it was fairly easy. I do agree with everyone else though, using the mouse as the main input for this game wasn't a good idea. Often times i would click outside the game window causing it to pause and that would become pretty frustrating. It adds some difficulty.
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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