Our concept for GJG 2012 tells the story of a young woman lost in a temple where the walls are constantly moving around her. Searching for something long lost she explores the changing environment and eventually has to face giving up her life. Well, or she would have if we'd had about five more hours. In lieu of this, she has to face with the place where that would've happened instead...
There are two versions of our concept available. One is rendered in perspective and the other is rendered using orthographic projection. There's no other significant different between the two other than the fact that we're playing with the idea:
Demo in Perspective projection (recommended):
Demo in Orthographic projection:
Lots of style changes to perspective demo - fewer puzzles to support rework.
Added one and a half more puzzles. 'Starting to realize the snake is going to have to be more interesting than just going in a circle...
I put two new demos up hosted off of greendoor games. They're both essentially the same demo (with new features) except one uses Orthographic projection and the other uses Perspective projection. The puzzles are greatly improved (there are currently only two) the sprite animations now work in all directions, and there are doors that slam behind you as you progress. We're also playing with the idea of dying near the end of a puzzle constituting a continuation of the game with the recognition that you lost the puzzle (hopefully less rage quitting once we're done). Here are the new links!
Demo in Perspective projection:
Updated our code so that the sprite animates, there's walking sound effects, and a *very* hastily programmed death that's just a bit silly looking.
This game has really nice atmosphere and I love the aesthetics. Would love to see more.