A downloadable game for Windows and macOS

Quick Notice: the buttons to "detach" certain body parts are currently located on the top left corner, it's a bit hard to see them.

Notes:

*Lots of the animations (all walk cycles) are done but we were unable to implement them into this first draft on time.

*We'll be making our own custom tilemaps as well so those are on the way

*We'll be primarily focusing on the mechanics of the game so that it's hopefully simple to put together all the puzzles and environment as we go.

Question:

How do you feel about the brief puzzle mechanics?

Were you able to figure them out relatively quickly with a bit of trial and error?

Did you get an understanding of the physics of the current body parts that were present?


Version2:

Quick Notice: about 70% of the animations are done so you might see some animations that are put as placeholders until they're done. Animator also needs to be fine-tuned a bit. In the upper right hand corner there is a hard to see button that resets the scene.

Notes:

* Hold shift to bring up the dial to chose what body parts to drop.

* Parts you can't drop will be greyed out in the dial

* After a body part to drop is selected in the dial (click on section) press "E" to perform the drop action

* In future versions, you won't be able to jump without at least one foot

* In future versions, you'll be more buoyant in water if you lack feet.

Questions:

* How does the dial feel, is it intuitive

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

* What do you think of the scenery?



Download

Download
UnraveledMac.zip 20 MB
Download
Unraveled.zip 29 MB
Download
Unraveled_Mac.zip 29 MB
Download
Unraveled_03_19.zip 43 MB
Download
Unraveled_03_19_mac.zip 43 MB
Download
Unraveled_Final_Mac.zip 43 MB
Download
Unraveled_Final.zip 43 MB

Comments

Log in with itch.io to leave a comment.

 How does the dial feel, is it intuitive? It is. Very smooth and clean looking. Reminds me of a shooting game.

How does the arm throw feels? (Trajectory, Gravity, Distance, Strength). Not very far. Kind of weak to be honest. I would have loved a more of a slingshot trajectory. The more you pull back, the farther the object travels.

What do you think of the scenery? I like the scenery, but it seems to need more objects. I like the 3D effect with the different layers. 

I do have to say, the animations and the artwork are beautiful. They kind of remind me of Earthworm Jim/Clayfighters .Can't wait to see the final product!

I just wanna say I love the animations! They're very fluid and look fantastic, kudos to the artist that made them.

How does the dial feel, is it intuitive?

I think the dial looks great. It's very clear what you are and aren't able to drop. Shift to bring it up is a good control. I did find myself wanting to click on the dial to drop the body part rather than E.  

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

It took me a little bit to figure out how to throw the arm. But once I did I thought it felt pretty good. I think the throw could use a little boost to the strength but otherwise it felt great.

* What do you think of the scenery?

I think there is a disconnect between the background and the actual level. I feel like the character and concrete like level blocks worked well together. I think that a more urban or lab-like background would work better with the concrete stylings of the level. I don't know how this will look but you might want to have the water end at the edge of the block its over, though that may not be a good look. I'm not sure if you would be able to get this working but a water animation would be very nice!

Initial thoughts: Nice animations guys! Super fluid and it looks like games that I’ve played on dedicated gaming websites. Very great job, whoever your animator/artist is.

I was confused because there was no way to scale the wall at the end and there weren’t platform puzzles like last time. So I’m assuming this is like a playtest scene for your artist while the developers are working on platform logic on a different scene? So I’m running with that assumption as I play this game. I could have missed the puzzle somewhere though but I searched and couldn’t find it.

* How does the dial feel, is it intuitive? The dial was actually super neat! I did love it. Very intuitive, easily tells you what you can and can’t choose (even if someone doesn’t read about how the dial works).

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

I did choose the hand option and the player posed as if he was going to throw it and just never did when I pressed E.  It got stuck in that position. And then when I chose a different body part, like the foot, it still dropped the foot but still kept the hand glued (to the hip I guess) on the player. Major bug there, not sure if I found a side-case or not, but be careful there.

* What do you think of the scenery?

I thought the scenery was kind of bland, if I’m being honest. But you guys have a great artist/animator, so I’m sure it’s going to be no hurdle for them. If you have water, maybe experimenting with a very easy-to-implement water shifting or some slight movement to show that its water. Perhaps some decorations or some kind of background animation to make things more interesting, even if it’s repeating background/animations. Some easy artistic tweaks will make all the difference.

(1 edit)

I really enjoyed the improvement from last time. I loved the animations after losing each body part. The only thing that I have to pick out is the fact that the hand throwing was a little confusing I eventually understood what to do, but if you manage to remove both of your hands you get stuck in a T pose of throwing the hand. The dial feels very easy to understand and use and I feel it is perfect for a body part switching system. Going back to the arm throwing I didn't get how to shoot it at the angle correctly until a little after using it, but I think that is a given I also thought that the strength could be increased. Although I thought that the gravity and the distance were fine.
I feel like the scenery combats the character a bit the artwork of other characters shown and the main character feels as if they would be in a much more somber atmosphere it reminds me of hollow knight.

-Jarek Yatsco

Bug report - I probably just wasn't using it correctly but when I tried to use the hand it appeared on my shoulder and caused the PC to be rooted in place. 

 

* How does the dial feel, is it intuitive

The feel is good.  I always try to play games first without reading directions and was able to figure things out.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

Maybe I couldn't figure everything out, see bug report above.

* What do you think of the scenery?

It's great, has a great feel to it.  The background already has a feel of being in a place.  A suggestion would be to add some environmental background animations to continue to bring the world alive (leaf blowing in the wind or sunbeams or whatever).

Brian

I will answer questions but I have two bug reports. One I can tell you how to replicate, the other I have no idea what I did, so I can't exactly replicate it. Both have to do with detaching.

I also wanted to mention I kept seeing lines on a few of the frames of the idle and walking animations. Definitely sure those are not supposed to be there.

The Dial

The dial definitely feels intuitive. I actually liked how easy it was to use compared to other quick choose dials I have used in the past.

Arm Throw

It was alright, I just really didn't know what to do with it. If there was supposed to be a puzzle to solve with the hand, I didn't know. I did like the speed of the throw, though. I really wished there was some sort of tutorial on how to throw it, though. I got stuck figuring it out until I had someone help me with the solution.

The Scenery

The scenery was well done. Of course, I wish it was animated and there was more in the foreground where the player actually is, but the background parallax was well done and all the background elements were really nice.


Now for the bugs.

Bug 1: No animation after quick swapping

This one is simple and easy to replicate. When I begin to throw the hand, keep the hand in a throwing position, then use the dial to quickswap to the feet, I then press E to drop a foot. The foot drops and I am still able to throw the hand. After I throw the hand, the dude loses all animation and just stands there. I think this may have something to do with the sprite being stuck between animations.

This is what happened after I did this bug. The dude is stiff and apparently has 3 feet. You can still drop the other foot, so technically he has 4.

Bug 2: Three feet

I was unable to replicate this, but it happened right after I figured out how to throw the hands. From what I remember, I pressed E to throw the hand but never pulled it back to slingshot it, walked a little bit, switched to the feet with the quick swap dial, then pressed E to drop the foot. Of course, it dropped, and this time it switched to just one foot. Then, I pressed E again, dropped another foot, but it did not switch to the no foot animation (The one where he is rolling on his pelvis). I then pulled up the dial again, switched to the pelvis to try to drop that, which it did, but it still would not switch from the one foot and one hand animation. Same when I dropped the other hand and the torso. I was unable to replicate this one, I apologize. That's as best I can remember what happened. Oh, and the full animation, including the walk and transition to and from idle, along with the idle animation still worked just fine. It was just the wrong animation.

This is just after this bug was found. As you can see the dude is not stiff like in the last photo. I don't know why the animation worked here and not in the first bug.

I hope y'all are able to get the bugs squashed. Your game looks fun so far, and the animations are well done!

Eric Hillmeyer

* How does the dial feel, is it intuitive

The dial feels great and looks good!

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

The arm throw feels a little bit week. I kept getting stuck every time with the hands, but I clicked on the hands and I would be able to move again.

* What do you think of the scenery?

The scenery looks good! It does feel different from how I imagine the character though.

 How does the dial feel, is it intuitive

Yes it clearly shows what I can and can't detach

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

I think the arm throwing is broken for me.  If I detached my hand 

Ok I figured out how to throw my hands.  I think that gravity should be a tiny bit stronger, and that we should be able to throw farther.  I think the power fall off was a bit too much too, as in half charge would throw much less further than the full charge throw led me to believe.  

Also, please make it more clear how to throw.  Maybe just explain it on the game page?

* What do you think of the scenery?

I liked the background scenery.  The foregrounds seems rather bleak to me, but that's probably intentional.  I think the parallax effect was too strong.

I think the idle animation was a little intense, and I'm not sure how to pick up my parts, or if they can be picked up.  I'm excited to see the next puzzle you guys come up with!

* How does the dial feel, is it intuitive

The dial is a great addition to the game. It feels great and intuitive.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

I quite don’t understand how this works since after being thrown, the arm just stays in the air and the character cannot move any more.

* What do you think of the scenery?

The scenery looks great. It makes the game look much more interesting.

(2 edits)

* How does the dial feel, is it intuitive

Dial feels great.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

Throw is kind of weak, and the trajectory is also low as a result of that.

* What do you think of the scenery?

Scenery is okay, feels different from the character though. 

Amazing animations and art btw for the character.

How does the dial feel, is it intuitive?

The dial was a great addition. Great Idea! It felt smooth, comfortable and intuitive.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

The throw felt solid. I had a little trouble getting it to work. I didn’t point it in the correct direction. A guide or arrow would help out a lot. It all felt perfectly in line with what I would expect from the character. Not thrown too far or too fast. Good Job.

* What do you think of the scenery?

The scenery was a bit bland. The water and the environment still feel like placeholders which is not a bad thing by any means but I would like to see more of an artistic choice made for those areas.

I can’t wait to see how the puzzles turn out. I want to be able to mess around with those!

* How does the dial feel, is it intuitive

I like the dial. I pulled it up without even reading the instructions first.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

I couldn't figure out how to throw the arm. The arm would just disappear after some time and then I would be able to move again.

* What do you think of the scenery?

I really like it! It's really pretty, and I love the parallax going on in the background.


Overall, I enjoy the feel of the game. I will say that at first, the idle animation seemed a little bit extreme to me, but I stopped noticing it pretty quick.

  1. How do you feel about the brief puzzle mechanics?
    I thought they were pretty straightforward and easy to understand. It didn't take a lot of time to figure out the green boxes are pressure plates, but I think the game would benefit from them being animated somehow.
  2. Were you able to figure them out relatively quickly with a bit of trial and error?
    The puzzles weren't very difficult, though I would not have known you could go into the pit without dying. Otherwise, I enjoyed the puzzles
  3. Did you get an understanding of the physics of the current body parts that were present?
    I figured out the physics of the hands and feet through trial and error, but I think it would have been nice to have a tutorial

How do you feel about the brief puzzle mechanics?

The game becomes interesting after I understood that I have to drop feet/hands to remove the yellow columns and continue going in the game.

Were you able to figure them out relatively quickly with a bit of trial and error?

I had a hard time to understand the how the game goes because the yellow columns appeared and disappeared even when I did not move/drop any feet or hands.

Did you get an understanding of the physics of the current body parts that were present?

Yes. Feet are heavy and hands are rolly.

I think it might be more interesting if when we drop the body parts, that actually parts of the character will be missing and we have to do some other things or quests to get them back.

How do you feel about the brief puzzle mechanics?

   So, while they were present and understandable, they could use some polish, which is expected from this stage of our game development. Level-design-wise I would add something very basic to introduce the player to the mechanics. Something along the lines of an arrow pointing to the green areas, or a pop-up on the green areas telling the player to do something.  

Were you able to figure them out relatively quickly with a bit of trial and error?

Yes, through a bit of trial and error. A specific thing that got me was the pit area near the end. I had thought that lead to certain death, until I accidentally fell in and found the green area to unlock the path. That could be solved by either a larger camera or something that hints there's something down there.

Did you get an understanding of the physics of the current body parts that were present?

 Yes. The physics were a bit awkward to get used to. At one point I stacked the parts and was able to use them as a step-stool to try and "parkour" my way over a wall.  It didn't succeed but maybe it's a possibility you may want to think about.

(1 edit)

How do you feel about the brief puzzle mechanics?

I the puzzle mechanics. At first I did not know that the green boxes opened the doors, but I got a clear understanding pretty quick.  

Were you able to figure them out relatively quickly with a bit of trial and error?

I did figure out the puzzle very quickly with trial and error, though I would enjoy a tougher beginning puzzle. I did like the pit area.

Did you get an understanding of the physics of the current body parts that were present?

Yes I did. The feet are heavy while the hands are a rolling ball. 

I can't wait to see what the finished product looks like.

-Alejandro Sandoval

How do you feel about the brief puzzle mechanics?

  • I liked how they worked. It wasn't clear at first what was a wall and what was a button but I quickly figured it out. I liked the different uses that each body part had. I would have liked to see another variation of puzzle that wasn't a button and door combo, but I understand under the time constraints.

Were you able to figure them out relatively quickly with a bit of trial and error?

  • Yes I was. I thought for a second that I would die if I went into the pit at the end but seeing as it was the only other option I tried it and figured out the puzzle, which was a great bit of game design. Kudos!

Did you get an understanding of the physics of the current body parts that were present?

  • Yes I did. I would have liked if the body part dropped based on the direction I was moving. I am interested to see how you use the parts and physics together for puzzles.

Hi guys!

1. How do you feel about the brief puzzle mechanics?

I liked them. They were a tad odd to figure out at first because it was for some reason not clear to me that the green boxes were buttons that would get rid of the walls. Only through deduction and reading other comments did I get this, but the puzzles were easy enough in the end when I did. That pit puzzle was clever, I have to admit.

2. Were you able to figure the puzzles out relatively quickly?

Yes. However, even for a simple game, I feel like the puzzles could have been less obvious or overall tougher to figure out. They felt similar to something a kindergartener would do. As previously mentioned, that deceptive pit puzzle was fantastic. It took something I was familiar with and didn't generally favor me in platformers (pits) and made it into the solution. Very nice. If you guys implemented more puzzles like that, I feel it would make your game much stronger.

3. Did you get an understanding of the physics of the current body parts that were present?

At first no. I had no idea what was going on. There are some games where the tutorial is written on the wall of the map/arena at the very beginning. Think Cuphead's tutorial. I feel like the addition of this in your game would make it much easier for the player to figure out what they're supposed to do. I understand that we have limited time, but something as simple as a sentence that says "Detach (image of body part) to (insert what body part does)" would make things really simple to understand and get the player started. Now, after I looked at previous comments and saw what they had figured out, understanding the physics was easy. I just feel that little push would make the experience much less frustrating to the average player who doesn't know what is going on.

Though you didn't ask this, I will mention that I did find some bugs. As others mentioned, between some of the green buttons and the yellow walls, if I pressed the button, I would get trapped between some invisible walls. These walls did go away after a few seconds. Not sure what's up with that, I just wanted to let you know.

Eric Hillmeyer


How do you feel about the brief puzzle mechanics?
I thought that what was given many unique puzzles could be made since all objects are solid.

Were you able to figure them out relatively quickly with a bit of trial and error? The puzzles were pretty easy to understand except for the one at the end I thought I would be punished for falling in the pit.

Did you get an understanding of the physics of the current body parts that were present?

Yep, the hands can be used as a ball and the feet as platforms.
I am excited to see what the final product looks like.
-Jarek

How do you feel about the brief puzzle mechanics?

- I feel very confident that you will be able to make cool puzzles with this concept. I assume that dropping parts will make the player move or act differently because I think that will add a nice challenge to the player. I.e. Drop your feet will force you to crawl.

Were you able to figure them out relatively quickly with a bit of trial and error?
- The puzzles were fairly intuitive, I didn't think that they were challenging more of a tutorial on how the hands and feet work. 

Did you get an understanding of the physics of the current body parts that were present?
- Feet are heavy, hands are rolly. I think the intended physics was well communicated to the player.

Overall Good start I look forward to what this is going to become!

How do you feel about the brief puzzle mechanics?

I enjoyed the aha moment when I figured out what was going on.

Were you able to figure them out relatively quickly with a bit of trial and error?

Once I got to the third obstacle I finally put it together, the first two I got past via sheer luck.

Did you get an understanding of the physics of the current body parts that were present?

What I got was the hand would roll and the foot would stay in place.

How do you feel about the brief puzzle mechanics?

I liked them, and I would be very interested in playing more complex levels that have the same style of puzzle mechanics. I assume this is already on the agenda, but I would like to see more types of platforms other than the green ones.

Were you able to figure them out relatively quickly with a bit of trial and error?

I don't know if it's just me, but I thought the first two were a little too easy. Meaning, I accidently passed the first two puzzles without even realizing what I did. Upon my second playthrough, I then realized what the first two puzzles actually were. I think having the green platforms turn a different color when you're on them could make it more intuitive that they actually do something.

Did you get an understanding of the physics of the current body parts that were present?

I think so. My understanding is that you can use the hand as something when you need to roll something around, and the feet are more of just stationary objects, but CAN be pushed around.

Overall, I think it's a great start. I'm not entirely sure what the end goal is for how the body parts will interact. Based off of the artwork and title, I was sort of expecting you to be able to throw your body parts over an obstacle and get re-assembled on the other side. Not sure if my understanding of the direction of the game is wrong, or if it just hasn't been implemented yet.

(1 edit)

How do you feel about the brief puzzle mechanics? I actually liked this game and the way the objects were very interactive. It made you wonder how you were supposed to get over the yellow walls, and it very quickly put you in a position to learn how to possible make the yellow walls come down. A+ for gradual progression and intuitively of what was needed to be done.

However, a little more variety of obstacles and objects would be nice as well. Maybe a brief flash on the pressure plate can make the yellow walls/portals slow fade or have stairs appear  could make the level more dynamic.

Puzzle mechanics can be made more difficult later such as chronological syncing of pressure plates.

Were you able to figure them out relatively quickly with a bit of trial and error? Yes, I actually really liked the top-left buttons that very clearly stated what would be dropped, and, along with the standard arrow key/space bar combo, it was very intuitive to navigate.

Did you get an understanding of the physics of the current body parts that were present? Yes. However, it would have been nicer to aim where the body parts were going to go or have them slightly bounce to add more variety rather than just having a rock-like drop-to-the-floor quality.