Volumetris

After creating an arcade game in which you play like a fly that had to bother a man, I present my second game. This time I change arcade for the other great genre of mobile sector, puzzles, to present a game that aims to teach people to think in three dimensions.

CONCEPT

When I had the idea of Volumetris I thought it might be something really new and special. Searching similar games to that idea I realized that, unfortunately, there were already some ones. Although they had a big difference with my idea. That difference is precisely which give the name to the game. The volume.


Complex level example on Volumetris

Volumetris (pro version of the word Volumetric) is a puzzle game that could be considered typical. The players have pieces and they have to place them so that they fit in the specified location. The big difference from all the other games that follow this simple pretext is that in Volumetris, the pieces are in three dimensions and the place where you have to place them too. This, although it may seem a minor or purely aesthetic detail, gives a twist to the puzzle to take them to a new level. The players will have to learn to really think in three dimensions to solve the most difficult puzzles.


Examples of maps of worlds and levels

GAME PLAY

The game is separated in levels and worlds as many others. When the players complete one level, it unlocks the next level. The levels, apart from having stage and own pieces, have three characteristics: Use hints, rotate pieces and rearrange the pieces. Some levels prevent you from one or more of these features so you have to adapt to the possibilities offered by each level. There will be no LIVES, so you’ll be able to play all the time you want and it will not be time, time trial, or invasive advertising. The game is made to think and play relaxed all the time you want.


Level selection menu and the image of a level

DEVELOPMENT

There are a few things about this game that could be mentioned about its development. The most interesting perhaps is that absolutely everything (except the interface) is generated at runtime from a single 3D model (a square of two triangles) and a simple texture (a white square with black border). It’s amazing what you can do with something so simple. The optimization of everything (to generate tens of thousands of objects) is crucial to be a project for mobile and is another thing to highlight.


It can be played in landscape if you prefer it

VISUAL STYLE

The visual style pretend to be minimalist and colorful (for all ages). The colors have changed much since its initial development in which they were very intense. Now it remains very colorful but lowering the tone for not being very upset with the view of the players.


The first levels will be easy in order to learn the game style

PLATFORMS AND PRICE

Volumetris has being developed only by me. At first it will be exclusive to Android platforms. Will be only free with advertising (that the players will see when they choose). If it works well, maybe I will add micropayments to remove advertising, but at first it will have nothing to pay.

TRAILER

LINK TO DOWNLOAD

Volumetris on Google Play

Any question, doubt, problem or whatever, you can do it in this thread, in my email (contactfernandoadolfo@gmail.com), in my twitter account and, of course, in the comments of the app on Google Play.

Thank you for reading it and happy Holidays to everyone!

1 Like

I thought at first maybe you were going for a ‘lets dig a big hole as deep as we can go and discover something’, but now I see you’re doing the opposite - fill the hole. Two different types of games. Its basically 3d tetris. I can see it having some puzzle apple, it does make you think to figure out what fits where. There doesn’t seem to be a time-constraint as to like the piece is going to auto-fall into place if you don’t position it properly… giving people lots of time to think about it and not have an urgency will detract from the addictiveness. But it looks promising. Just make sure you make it as easy and effortless as possible to orientate the pieces. And then of course you can expand on this e.g. having exploding blocks or blocks that auto-slide other blocks or blocks which change shape over time or something.

Thanks for the tips, I’ll keep them in mind. The idea was to make a completely quiet game. A game for thinking but without any hurry. First levels are easy in order to learn the gameplay but some levels later the game becomes demanding.