Played the webGL version; I like the minimalism of the game, but it took me too long to realize the mouse cursor was the light source casting the shadow. I found it a bit difficult to remember where my cursor was in relation to the game window.
made within 48 hours for the GMTK game jam 2019
isoSHADE is a isometric puzzle game with only one color. Move the light source with your mouse to reveal the level through shadows and reflections. Find your way to the glowing level-exit to progress.
The game is functional online in the browser but for the highest quality experience, we recommend downloading it.
Move Light: MOUSE
|Made with||Adobe Photoshop, Unity|
|Tags||3D Platformer, Difficult, Experimental, Exploration, flat-shading, Game Maker's Toolkit Jam, Isometric, Minimalist, Two colors|
|Average session||A few minutes|
|Inputs||Keyboard, Mouse, Xbox controller|
|Accessibility||Color-blind friendly, High-contrast, Interactive tutorial|
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Yeah that is a known issue with the webGL version - the mouse is not locked in the game window so it often loses tracking. Thank you for playing anyway, I hope you enjoyed it somewhat :)
This is definitely one of the most stylish entries I've seen so far! That said I had a lot of trouble figuring out how the mouse controlled the light, and it didn't help having my cursor constantly go outside the game window. I also feel like this game would be its absolute strongest if it focused less on tricky isometric platforming and more on puzzles (like pushing a box maybe?). Either that or just add a drop shadow. Regardless, very impressive stuff you guys, I'd totally play more with just a little more pollish.
You're right. The mouse escapes the game in the web version. We didn't notice this since the problem doesn't exist in the windows build. I wish we had the time to implement controller controls for the light since the character controls are already fully functional with a controller and I believe that it could feel more natural with an analogue stick. Oh well...
I also agree that we should have pushed the puzzle aspect a bit more rather than making many dexterity challenges. Personally I'm a little tired of box pushing puzzles but observation and navigation alone can provide some interesting challenges with this shading style.
We simply ended up running out of time and built ten levels within a few hours without the time to think about too many clever puzzle based challenges.
I'm glad that you still liked it and I thank you for your detailed feedback :)
Thanks a lot for the comprehensive feedback! As Yän already said, the levels were created in a short time and there were many ideas to try out. After playing our submission a couple of times I also realized that I personally enjoy the process of understanding the environment and interpreting the optical illusions the most. I would definitely concentrate on that if further development time would flow into this project (and of course on improving the controls) :)
Very cool style and idea. I like it very much. The isometric platforming is a biit tricky and annoying but I guess that's to be expected from isometric platforming. :P
Thank you, Jonas! Yeah isometric platforming can be tricky since you always have to push two buttons to move forward on an isometric walkway for instance - it's way better with a controller though! I just wish we could have had the time to implement light controls with the controller as well.
Hey Jonas, thanks man! I agree that the platforming is not the strongest part of the game and I also think the basic idea would work well without relying to much on reaction based gameplay (like some of the levels try to showcase). Thanks for your feedback (:
very cool style
This is awesome. How did you guys make the single shading? Is it post process stuff? Great work !
Thank you very much! We applied a toon shader to most things in the game (Some just use an unlit solid colour shader) and we very carefully tweaked it so that it only ever renders the same colour as the background when lit and a second shadow colour where it's facing away from the light. We sometimes had to battle some of the engine's features (like anti aliasing and shadow quality for example) to eliminate as many aspects rendering steps between those colours as we could. No post processing was used at all.
<- what Yän said :) and also: thank you very much