We are proud to announce the official launch of PuzzleBloom at
The back-cover description:
Puzzle Bloom is an innovative action-puzzle game where you control the tree spirit Canotila in her quest to bring back life to her island.
Canotila needs assistance of the island’s native creatures to get through the industrialised world. She flies from creature to creature and uses her powers to guide them. New life will bloom into the world for each time Canotila breaks a machine, bringing her closer to the ultimate goal of return to nature.
No download needed: Solve puzzles in a full 3D environment that runs directly in your browser.
Bend the static rules of traditional puzzle games by switching control over creatures.
Enjoy the beautiful graphics of Canotila’s rise of nature.
Yeah, just play and have fun Oh, and third level is coming soon.
The game was made in one month during a http://www.dadiu.dk production. All the other games during that production were made in Unity as well, so remember to check them out. I kinda got the ball rolling and made everyone switch from Source to Unity, yeah
when it said puzzle game i thought it was going to be some 2d simple game but this game is awesome. i beat the island on the right side in the begining menu. great game. I like the art style too.
Played it on Mac and PC. Looks great on PC. On Mac some of the textures (like the creatures the fairy rides), don’t show up and the the creatures are just black.
The game is really polished - both technically and gameplay-wise.
I would love to read about how you did the transformation from stone and metal to green landscapes - because I can’t figure out how you did it, it it works really well.
Well, as for every technical challenge in our game the solution was - a shader
In short - we get 3 textures in:
wasteland, greenland and noise.
Depending on the distance from the initial point we either use the color from the wasteland or the greenland texture. In each frame the values from consecutive rows of the tiled noise texture are used to make the border look as if the green stuff creeps out.
But there’s more to it - also the grass shows up gradually. I need to make the camera for the second checkpoint to show that pretty grass off…
Robert was making those shaders so you can poke him for more info.
If you want to get updates as soon as we put new levels in, you can sign up for the newsletter on the website.
Have a great weekend. For us it’s finally time to enjoy the spring.
And work on the third level. And work on our master thesis… right Robert, right? ;>
Awesome work, I really enjoyed it, aswell as the other entries.
I always wanted to study at DADIU, I even called around to see which educations get access to DADIU.
Great work, I’m sure you’re all going to do great.
I’m not so sure about having the initial load and then be on the title screen and having to load again without some notification. I clicked New Game a few times and I received no feedback as to why nothing was happening. I saw the bars and understood that’s what was going on but some people might not.
We totally agree. We’ll probably flash the progress bar in red colour when you hit start before it loaded fully. Perhaps progress bars should be moved next to the start button (progress bar for level1) and choose checkpoint (cumulative progress bar for all levels)… we’ll test that.
Also there are more animations for the avatar on the way, so she will entertain you while waiting
By the way, why does level 1 and 2 load simultaneously? Surely level 1 would load faster if level 2 is not loaded at the same time?
Unless there is some logic behind the current loading, I would just make a single progress bar that shows the loading of the current level (1 when at the start screen) and then begin loading level 2 in the background while level 1 is being played.
Actually the levels are being downloaded one after the other (main menu, level1, level2), but Application.GetStreamProgressForLevel() takes into account also decompression. If you also take into account the fact, the level2 is four times smaller than level1, since it reuses most of the assets, you get the effect we’re seeing in the main menu, that the levels appear to be loading almost simultaneously.
Since (afaik) there is no runtime control over when and which levels are loaded in the streamed web player, we would have to use the WWW class - but then again: why would we? Web player is streaming levels in the predefined sequence as fast as it can and that’s what we want.
I also think we should be showing a separate progress bar for each level, like we are now. The reason is that when you select the ‘choose checkpoint’ option, you should have info why can you play level1 but not level2 if level2 is still loading.
Of course we could organise it differently (e.g. show one progress bar by ‘start game’ and a progress bar for each level after selecting ‘choose checkpoint’), but I assure you - during one month production we had bigger concerns than progress bars
Speaking of which - if you guys are interested in how I made the wasteland->greenland transition effect, I can extract it to an example project and post it here.
And thanks for all the great comments - if you’re having fun playing the game, then all the sleepless nights were not in vain.