You Can't See Everything at Once

Choose what you can see.

I'm working on an expanded, almost sequel size version of You Can't See Everything at Once right now so any feedback here will help me out a lot in making sure I'm on the right track with that one. Criticisms or compliments are greatly appreciated!

About

You can't see everything at once!

Chose between seeing yourself and the level in order to get where you need to go!

Complete the levels as quickly as you can, you're being timed!

Gameplay 1
Gameplay 2
Gameplay 3

Controls

  • Move: WASD / Arrow Keys / Joystick
  • Jump: Z / (A)
  • Shift: X / (X)

Tools

  • Unity
    • iTween
  • SFXR
  • Abundant Music
  • Aseprite
  • Photoshop

Soundtrack


Listen on Soundcloud

Comments (5)

maartene
 • 4 years ago • 

Hmm. What can I objectively say about this game? Personally, I'm not a big fan of hardcore platformers. So, I'm not too fond about the "toggle seeing yourself/seeing the level" mechanic. This impacts how I perceive all other aspects of the game as well. However, I'm very much curious how other players experience this mechanic.

What I can tell you is that I like the graphic style, the pixel graphics, the hero, and the music/sounds which I think fit well together. I also like that you took the time to create an actual icon for the game's executable.

BTW: where can I see my time? And where can I compare it to other players?

HuvaaKoodia
 • 4 years ago • 

It is a neat idea. Similar to shifting between slightly different realities to reveal/hide parts of a level, which has been done many times with varying success. Some of those mechanics might be applicable here even though this is just about visibility.

Currently the levels are rather simple and static. Fixating on an edge and then switching back to character mode works in all of the levels and it does make the challenge rather lacking. Adding moving parts in each level, be it platforms or hazards, would add a timing component at least, but would it be enough?

If you wish to stick with the original idea, then all static objects would be shown in level mode and all dynamic objects in character mode. Thus enemies and the aforementioned moving platforms would appear alongside the playable character. This might reveal parts of the level in character mode, though, which would actually go against the original idea?

Alternatively, the level could always be visible, while the modes would either show the playable character or all hazards (spikes, enemies, etc.) This way dodging everything while trying to jump from platform to platform would form the basis of the challenge rather than memorizing the level or fixating on edges (which is still not compelling).

Tricky design decisions for you to make. It is imperative that the main mechanic doesn't get stale or become aggravating.

Laguna
 • 4 years ago • 

Great game! I really dig the artstyle. If I wouldn't know that this was from an Alakajam, I would have guessed it to be from a GBJam. :D

I like the core gamplay of switching between the two visions.

My immediate "misuse of the mechanics" tick was to spam the "x" key. That would make my brain combine the two views nicely. If you want to avoid that, perhaps a cooldown would be helpful?

The jump and run mechanics feel a bit uncontrolled (the eye could benefit from less inertia or from increased friction).

The only real critique that I have is that the controls X and Z are really not that well placed for german keyboards.

Music and sound effects also accompany the style of the game.

All in all: great job! I would definitely buy a GB Version of this.

IronScorpion
 • 4 years ago • 

It's a simple concept, but it quickly becomes harder than you'd think, which is of course the basis of most succesful games.

The artwork is nice, sounds and music are good, and gameplay is solid, although it could maybe do with more features, such as something which teleports the player.

The controls are simple and easy to use, and I wonder whether maybe changing the 'toggle view' control to have a small cooldown (even 0.5 seconds or less is probably enough to stop spamming), like Laguna suggested.

I'd like to see more levels created for it, and more features with those levels, like the teleport idea mentioned earlier.

I also liked the 'X' which showed where you'd died previously, it helped me complete sections without keep toggling the view. I wasn't sure whether this was in meant to be in every level, because I only remember seeing it in one level, all the other one didn't have this feature - is that a bug, or am I missing something?

Keep up the great work, I'd like to see how this develops!

Lionheart
 • 4 years ago • 

Interesting game concept. I like the idea of a platform game with shifting planes of reality. The game appears on its early roots, so I cannot tell if the game will be just jumping and moving around with hazard traps or it will also have enemies. I enjoy the animation of the character, especially when the character does a sudden stop and you see little dust come out.
If you gonna add creatures that deal damage or stop the movement of your character, maybe add special abilities that last for a few seconds like the ability to see everything at once for 5 seconds or a club to smack enemies around. Maybe also add moving platforms and hazards to make the game less static in which players have to time their jumps.

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sebastianscaini

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