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A jam submission

SuperImposerView game page

eye-juicing space misalignments
Submitted by unless games, r a b a t o r — 21 minutes, 4 seconds before the deadline
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SuperImposer's itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#34.2124.212
Visuals#64.2424.242
Overall#64.0084.008
Execution#64.1214.121
Audio#123.4553.455

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

Lots of interesting techniques going on here. The aesthetic is definitely eye-juicing. My only complaint is that the audio becomes repetitive after a couple of levels. Is the code available anywhere? I'd love to see how you did this.

Developer (1 edit)

Thanks for playing!

I don’t open source our games but I am happy to discuss techniques. I assume you mean in terms of visuals, here is the jist:

There are two cameras rendering your and the goal’s view of the scene in an unlit fashion to two different textures, the levels each are a single mesh with a unique 1-bit handmade texture wrapped around it.

A third camera renders a fragment shader that gets the other two cameras output. Wherever that 1-bit on the player’s output was 0 you see the player’s view, and when it was 1 the goal’s view is rendered behind it, whereever that was 0 (so the goal sees the player’s color) we render the entire previously rendered frame with a bit of transformation so it fades out and moves (which results in the feedback effect around some edges and if you look around violently. There is also a standard sobel edge detect convolution done for the lines that appear when you win the level. Some of these feedback/sampling/blending parameters react a bit to the motion of your look and movement to make everything more dynamic.

That’s the main setup, but if you have any other specifics you are interested in, ask away!

Submitted

Ah that makes sense, thanks for taking the time to respond. I noticed that there were these strange emergent visuals in the goal's view that I thought were stunning. I assume that you made the mesh first and then painting over it? How did you paint it?

Developer (1 edit)

Hi! Thanks for playing with our game!

I made the levels in Blender and created a base for the texture and edited it in Krita. The base usually consisted of a few colors just to mark certain areas of the level. For example, in the gallery level we wanted a noisy texture for the floor but a flat color for the wall so the pictures are more visible.

I found the halftone effect in Krita, and I started to use it a lot to create more and more distorted patterns and mix it with the hand-drawn elements. Sometimes it was easier to do something in Blender, so I kind of worked back and forth in the two software. In the end all the textures are black and white. 

Submitted(+2)

Incredible immserive trip. The difficulty curve felt very well designed and planned out, I really enjoyed the progression of the levels.

Submitted(+2)

really friggin cool idea and pretty well executed too :) at some point it sadly crashed

Developer (1 edit)

Thanks!

By “crashed” do you mean the tab closed or the game froze and became unresponsive?

Unfortunately the former happens because Ctrl+W closes the tab in the browser which I didn’t think through when developing, so if you are descending in the game and start going forward as well, you close the tab. I’ll change this when we can update the games!

If the game just froze do you have any hints on when this happened?

Thanks for playing!

Submitted

im sorry, i played so many submissions today that i cant remember what happened now :’D anyways love the game for sure one of my absolute favorites, got motion sick 10/10

Submitted(+3)

first game i played for this jam but i was at work and couldn’t have audio on, came back again to play it all the way through. Such a trippy effect, probably the most unique game in the jam. really well executed!!!

Similar to that other fractal game that was submitted.

I had some issues finding the exact spot on the 3rd-to-last level, but that was just a skill issue.

Super fun, I would play hours and hours of this.

Like geoguesser in another dimension.

Submitted(+2)

Absolute banger, loved how you did the tutorial

Submitted(+2)

I love the puzzle solving process; it feels great! The visual effects are satisfying upon completion, and the rotation sound effects are a perfect match. I also appreciated the ability to respawn when I got stuck a very thoughtful touch. With its simple and elegant design, even though I felt a little dizzy after playing for a while, I still wanted to keep going. lol

Submitted(+2)

Lovely lovely idea, extremely novel concept, and elegant execution :) I couldn’t get far because of my crappy spatial navigation / image pattern recognition skills in general, so I would have appreciated an accessibility setting. But yeah I see how that doesn’t really have time in a jam setting. Anyways, it’s clear you built something very special here <3

(1 edit) (+2)

The best match for the theme I’ve seen so far! Such cool mechanic

Submitted (2 edits) (+2)

My first 5/5 here in all categories. I'm super impressed. There's something really special about making a game where your only first instructions are "Click M1", and for the rest to be mostly intuitive. I did start to lose a little interest in later stages where I was really struggling to find the match, so perhaps something like a "cold" or "hot" hint mechanism would be nice for impatient players like myself.

So, the music is perfect. I see you use Firewheel/Seedling, and I'm assuming you're doing some live synthesis or at the very least playing samples - which again, not only super impressive, but it sounds really good. I'm happy to see someone making use of the more advanced audio systems now available with bevy & adding to the atmosphere of such a great concept. 

The shaders fit a feverdream perfectly; the imposed image is like what you see if you close your eyes in a bright room, like an afterimage. Just enjoyed everything here from presentation to sound to visuals to execution. Incredible work.

One thing I found really interesting (and I'm sure many others ran into this too) but it's surprisingly easy to just.. discard your periphery at first. I was having some difficulty positioning until I looked at the sides of the screen and was like "Oh, those are completely wrong, I need to worry about my perspective". Almost like how people almost never look up in FPS games. Really got me thinking in a way I don't usually think with this control scheme.

Developer(+1)

Thank you for your kind words!

I refrained from including a cold/hot mechanic as I felt that would nudge us towards being more lazy with level design while using it as a clutch, I do think the last three stages (which I assume are the ones you had more trouble with) could be improved with more environmental adjustments, before turning to hints, we’ve spent a bit too much time on the rest to polish them (the game even started as a local coop, it took a while to let that go, hehe). That said, a hint system as an accessibility feature you could toggle would be still nice!

I am really intrigued by what’s possible with this new audio system but funnily enough, here we don’t utilize much of it at all. I did implement a loop section player in bevy_seedling during the jam but I discarded it in the end because a simpler solution worked better. The game uses a reverb node on the hum that plays when you move, but it is just a looping sample playing all the time and your velocity and rotation is driving its volume (with a bit of smoothing to avoid abrupt changes). The background music and the level complete sound are just dry samples. All sounds were made with the Surge VST synth and Renoise was used to sequence the chords and render to files.

Glad you liked the game!

Submitted(+2)

Captured the theme really well, started to feel a bit sick after a while though, I think the combination of the visuals and the low-level hum was making me feel nauseous. Mouse look seems to be tied to frame rate - on my 240hz display it moves VERY slowly. Really cool, interesting and unique game.

Developer (2 edits)

Thanks!

Mouse look is using frame delta (btw your 240Hz would lead to faster look thanks to more frames) but it is tied to resolution in a way, I assume you have a 4k display whereas I tested on 1080p? So your mouse travels over more pixels for the motion? I should use resolution in look calculation in some way. I am also using bevy_enhanced_input and I am not sure what it actually does with the cursor delta before passing it to me.

I did include a mouse sensitivity setting in the escape menu but I am not sure what range to offer here or what defaults is best to have (it can be set to (EDIT its only 2x max) faster in the menu than it is by default, but maybe that’s not enough?).

Thanks for playing!

Submitted(+1)

That’s really bizarre, I can reproduce it reliably - if I have it on 240hz, it’s definitely slower (and it also skips on occasion) - if I set it to 60hz, it’s faster, and doesn’t exhibit the skipping behaviour. I’m just playing with whatever the default web page viewport is.

Developer(+1)

Thanks for that detail! It seems it is indeed tied to framerate after all but inversely.. I’m using the frame delta but my rotate function runs in the FixedUpdate, ouch. So in your case the delta is very small but the update still runs at 64Hz (the default rate). Not sure why I’ve put it in Fixed to begin with but I’ll unfix this when we can update the game, thanks!

Submitted(+2)

Pretty nice! I got the concept right away with the introduction level, and the difficulty progression was satisfactory. I will say though that two of the levels lock the tilt to the background, which I initially thought was some bug from switching windows, but was intentional. (Probably helps in making the solution easier to find?)

Although it seemed like the clashing colors would cause me problems, I was able to play through (in about an hour) without ever feeling sick. So good work on either the camera or motion blur or shader effects in avoiding problems there.

Developer (1 edit)

Thanks!

Yes, that is intentional, in the beginning all levels were like this, then we opted for the fixed view for the background on more and more levels as the paired rotation means you only have to be in the right position without your angle mattering at all, which indeed made solving easier and somewhat automatic, which felt wrong.

But visually the background is more interesting if it looks around with you instead of being static. I guess we didn’t consider that varying this could be a confusing aspect but I can see how that is the case as there aren’t enough levels left in the game that do this now.

Submitted(+2)

This captures the theme perfectly and I love how you made most of the tutorial invisible. A bit dizzing but woah, impressive

(+2)
A unique idea and great execution. Finding the correct spot on the map is challenging enough to be satisfying when you succeed. The sound design is atmospheric, and I especially like the color choices.
Submitted(+3)

Everything flows so nicely here. The game perfectly explains the controls and objective without a single word. It's fun how there's just enough visible geometry to infer the shape of the world around you. The colors are a bit harsh on my eyes, but I take it that's intentional. For some levels, once I was close to the solution, I struggled to pinpoint it as the map looks similar from all angles, but overall very fun. Thank you for this experience.

Developer

Thanks for your kind words, glad to hear our tutorial solution did its job :)

We are definitely aware of the issue you mention, hopefully we can fix this later by nudging the player towards the correct position more when you are close enough, so the finishing adjustments are less tedious on some of those levels.

Submitted(+3)

Great idea and execution. I enjoyed the focused flow although I missed some small ques that I could look for to find the solution. 

Submitted(+2)

The visuals are so cool, and I also think the amount of finicky-ness is perfect. I didn't struggle with minor adjustments. I struggled with finding the location in the map to go to, but that was fun! It was challenging and required focus, which I enjoyed a lot, but I did have to give my eyes a break after playing for a while haha. Great job!

Developer

Glad you liked it! We do want to offer some accessibility options to reduce the eye strain and have different color palettes, maybe in a post jam update!

Developer

Update: I managed to build the game with mult-threading support to avoid audio crackling in the browser, nothing else was changed.

Submitted(+2)

The game design and visuals are so darn cool! But yeah the aligning is a bit iffy and the tunnel level just lost me completely 😅

Developer

Thanks!

I assume you mean the last level, it could probably have a bit more guidance/hints indeed.

(+2)

Really unique concept, and definitely evoked the theme.

My one complaint is that it got a bit fiddly in one or two places, where I had used WASD / QE to move the camera and then I thought I had the images lined up but it needed a bunch of back and forth nudges

Developer(+1)

Sorry about the fiddliness, we had an idea to improve these parts a bit but it got sidelined in the rush of meeting the jam deadline. Thanks for playing!