This is my second submission to a Game Jam:

LUDUM DARE #38

Ludum Dare 38.

  • Platformer
  • 4 Shapes - Everyone with a different mechanic
  • 5 Levels

Controls:

  • Move : WASD
  • Jump / Fly: Space
  • Shapeshift: MouseClick/Numbers (after Unlock Shapes)
  • Reset Level: R
  • Pause: Esc

Tips:

  • You need 3/3 Orbs to advance level !!!!
  • The Black Sphere is the "Next Level Teleport"

Known Bugs

  • WebGL Version: Sometimes it does not let it rotate completely on FULL SCREEN . Press [R] to Reset Level and should be solved

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SPOILERS! ( DO NOT READ UNLESS YOU CANT PASS SOME LEVEL )

  • Level 1: First Orb is "hidden" at the right of the first platform of the level
  • Level 2: Second Orb is "hidden" at the bottom of the cliff on the right, this orb give you "Ant Power" to pass for small places.
  • Level 3: to go through wind you need "Beetle Power", Second Orb (gives you "Beetle Power"), this orb is on the left of the level, through a small corner.
  • Level 4: for the Third Orb, you can jump and change to "Bee" (pressing 4 or right click) to travel longer through air. to reach next level go through "vertical wind" with "Bee Power" and press Space Button to fly.
  • Level 5: jump and quick press 3 for go through "horizontal wind" on mid air. For the long jump (with Grasshopper+Bee) you need to shift to Betle before the "Horizontal Wind".

Install instructions

Unity Standalone Build

Download

Download
ShapeShifter V1.0 _ EXE.zip 13 MB

Comments

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This seemed like a really solid concept to me. Solving puzzles via using different bug shapes. Working within the Insect world you could easily add a lot of depth to the game by just using actual insects and their behaviors as inspiration. Each form could have a more directly usable ability rather than just a passive one. Then each bug could have a very obvious and very easily recognizable function other than just their size.

Some enemies that want to eat you might also be a nice touch. Some insects might only want to eat one of your forms. So tactical transformations for safety could be a great mechanic for a puzzle that requires clutch timing to avoid getting both eaten or crushed.

Otherwise my only other thoughts were this version is pretty basic. Some of the controls were a bit hinky and the graphics weren't much to write home about. But those are things that can be polished with more time. That's just something that happens with a quickly made game for a jam. So nice work. The concept is solid and that's what you need to make a good puzzle platformer.


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First of all THANKS for that Play through of my humble game! i like a lot the "Educational Game" idea!, enemies was a mechanics I wanted to implement but the time did not get me the chance , without a doubt i will add some of them on a post LD version!! Graphics are the hard part for me to upgrade because my lack of modeling and animating knowledge but definitely i will try to! THANKS A LOT!