It's a peculiar game, but it's hard to play as it's almost impossible to read mini map.
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Single Dimension's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #21 | 4.667 | 4.667 |
| Adherence to the Theme | #186 | 4.429 | 4.429 |
| Overall | #365 | 3.937 | 3.937 |
| Design | #1309 | 2.714 | 2.714 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Really cool visuals but really confusing design. Some clearer tutorial or build up of mechanics would have been nice.
The visuals and idea are really good! But I didn't notice the minimap until someone told me it was there and I has absolutely no idea what to do. I think the main problem was that "find and restore full signal" doesn't really tell you what to do gameplay wise, nor what the signal is.
Thank you. I had problems with implementing of the minimap. I didn't know how to make it more readeble, so that is technical failure on my end. And objective should have been explained way better, but maybe I shouldn't have put there goal at all, so only thing that you could gain is actuall understanding of the movement.
I feel like if there was no goal at all people would be even more confused cause then they'd have no reason to try and understand the movement. It would be one big "What am I doing here?" moment before probably giving up on the game. So it's good that there was a goal that makes the player want to understand the movement to reach it.
On the technical front, this is absolutely phenomenally put-together, and it's not a take I've seen on this kind of mechanic before, however I think the objective could be explained a bit more in the intro screen.
But yeah, the look and feel of this is absolutely amazing, and you're definitely on to something here! ^^
Very atmospheric and the terminal-like visuals and text are very nice, but the game is very confusing as well. I realize this is due to the nature of the game, but once I got stuck in the room with a strange clicking and whirring noise, I quit.
While I can applaud the visual presentation and dedication to the theme, this game is incredibly hard to parse. I won't say I don't see any potential in this idea, because perspective-warping puzzles like this can leave a big splash when they're done right, but I just don't have any context to try and make clear what I'm doing, or even what space I'm occupying.
I wasn't able to imagine how it feels to play the game without knowing what is what and I made it even more harder to myself by not wanting to use verbal comunication with player. But after the jam was over I realized that I could make it so player can switch between horizontal and vertical slice of the space, that would maybe help.






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