A downloadable game for Windows and macOS
Jump, wall-run and dash while using the power of ice and fire to shoot your way through this pyramid-shaped platformer FPS.
Ley Lines is a first person shooter/platformer in which you use your weapon, not only to vanquish enemies; but also to solve the puzzles and progress in the story.
Using a vast movement-set you can swiftly traverse the world both horizontally and vertically, use the environment as well as your gun "Ra" to open hidden path ways and bounce far out of the reach of enemies.
Ley Lines is a vertical slice created using Unity3D over the course of 7 weeks by students at Futuregames, a game design and real-time 3D focused Associate degree collage in Stockholm, Sweden.
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|Authors||Jona Marklund, Daniel Sandin, Douglas Ekehammar Schelin|
|Made with||Unity, 3ds Max, Maya, Adobe Photoshop, Substance Painter & designer, Audacity, FL Studio|
|Tags||3D Platformer, Exploration, First-Person, FPS, fps-platformer, pyramids, quick, Sci-fi, Unity|
|Average session||A few minutes|
Click download now to get access to the following files:
- How Ley Lines was made - 80 level articleSep 20, 2018
- 4000 downloads!Aug 07, 2018
- Version 1.1.8 - Patch IXAug 02, 2018
- Version 1.1.7 - Patch VIIIAug 01, 2018
- Version 1.1.6 - Patch VIIJul 29, 2018
- Version 1.1.5 - Patch VIJul 28, 2018
- Mac OS X Support : Version 1.1.4 - Patch VJul 28, 2018
- Version 1.1.3 - Patch IVJul 28, 2018
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Cool assets, simple gameplay, interesting purpose. Wanna see next updates.
This game looks great, I downloaded it and but it keeps crashing at the game menu on Mac OS 10.9.5...
Edit: I've updated to Mac OS C Sierra so I should be able to play this now
This is a fine example of a free indie game! It has tight controls, a pretty interesting and slightly unique mechanic and a great look and art style!
The fact that this is a student project made in just 7 weeks just goes to show that if you have passion and an idea, you can make something awesome.
Please keep up the great work!
Here’s my play through for those interested:
Such an awesome and fun game! I had loads of fun playing it and exploring around!
Really fun. The controls are solid and it feels great jumping off walls. The enemies are a little meh, but it's mostly about the jumping puzzles. The graphics are great and it's got a bit of humor. great job all around.
The game is really good and to help it get even better you can change some things like:
-the wall run/double jump tutorial dont really need to be completed you can pass through just completing 1 of then.
-some times i can wall run in the middle of the air.
i didnt found any other bugs, the game is really amazing remember me Portal series.
Man I would love to see this made into a larger game. It felt very great to play, nice work.
Really happy to see you enjoyed our little Easter egg, thanks for playing and thanks for the let's play Ivan!
I downloaded the game but everytime i open it no matter what graphics setting its on, it always crashes. ive uninstalled and reinstalled multiple times but doesnt help. Anyone have an idea what the problem is? I play on a mac btw
None of us actually own a Mac and just added it after testing that it ran on a few friends' Macs, I hope someone else can help with this.
When I enter the game, it just looks up and keeps spinning around. I can walk jump and shoot, but I can't move the camera. Does anyone know what might have caused this?
The eye is an ancient symbol of the egyptian god Horus. It stands for protecton and good healh.
We do not associate with any real or fictional world orders.
I saw your comment in my post and will review it soon. I will paste a copy of the review in the recomend a game section.
Liked the game very much but the game seems unplayable because it does not save ! When I quit it just sends me back to the beginning. Amazing if only it would save ! I just read below that it does not save which just makes it unplayable. I wouldn't have paid the 9.99 if I had known that !
I'm sorry to hear that you had a bad experience.
The game does not feature a save function as the average time to complete the game is around 15 min, it's quite a short experience. Building robust save systems takes a lot of time, something we did not have when creating Ley Lines.
not bad sweden, not bad at all
This game was probably designed for computers not made in 1999, but I gave it a shot. Here's to hoping I upgrade soon. Very cool looking game though guys.
It was indeed developed for a computer with a gtx 1060 or equivalent, but I'm happy to see that you managed to play even if it was more of a picture book than a game, glad to read that you enjoyed the still images!
Hey guys! Awesome game! I played it and reviewed it!
Hey Pat! Happy to see that you enjoyed the game! Some parts can be a bit difficult indeed, in case of a spiritual successor there would definitely be more things to help lead the player around!
I absolutely adore the movement in this game, feels really good, especially in the open layout later secions!
You guys planning on expanding it at all?
Hey guys! We really adored the video as well and we're really happy to hear you liked the movement! This version of Ley Lines won't be expanded upon further, maybe a few more polish patches, as for another FPS in the same spirit, who knows!
Damn, well I'll definitely be on the lookout for more stuff from you guys. Keep up the awesome work!
I have an idea of making a new game with similar movement and mechanics, but having the levels be more like zelda dungeons. Maze like layouts with lots of hidden paths and secrets to be found. And of course big bosses at the end!
I had fun with this game!
Pretty fun game, the controls are kinda janky (especially when it comes to wallrunning), but it doesn't negatively impact the game too bad. I really enjoyed the movement and how open it was. My only complaints would be how short it is and how laggy it can get on older hardware. Lower framerates didn't stop me from trying my hand at speedrunning it though :p
Thanks for the honest feedback! :D The wallrunning required a lot more finesse earlier in the project and was smoother, but the jury at our weekly reviews would fail over and over again. Each week I made it stickier and stickier until they would stop failing.
The game is not optimized for lower end machines as our target hardware in school was gtx 1060s, so we got it running on those computers and called it a day. We did not anticipate this game really being played outside school
==================== GERMAN ====================
Puzzle-Platform-Shooter im Ägypten-Setting.
First Impression Video:
- Steuerung perfekt umgesetzt (ähnlich griffig wie Doom 2016)
- Aufbau der Rätselräume erinnert an Prince of Persia
- mehrere Lösungswege
- Manche Mechaniken werden schlecht erklärt
- Spielerführung allgemein eher ungenügend
==================== ENGLISH ====================
Puzzle-Platform-Shooter with egypt-setting.
- perfectly nailed controls (very close to Doom 2016)
- level-design of the various rooms reminds me of Prince of Persia
- different solutions
- some mechanics are badly explaint (like shooting the displays for upgrades)
- player-guidance is not very good in general
For the devs:
I really hope there will be more than just this Prototype. I enjoyed it very much and would happily buy it as a 5-6h game! :) It just feels so good to play! (modding-support would be the best thing here! so much potential for an active community^^)
for my cons, here are some ideas how to make it better:
- make a control-panel in the first room that says something like "shoot panels to activate upgrades" or so. When the player does this, give him a first ammo-upgrade as an example (maybe from 10 to 15 shots) and open a door to the next area.
- for guiding the player, I would assume make more use of lights in general. The game is very saturated and it feels good (gives me that Sands of Time vibe) but maybe just make it a little darker and use red and blue lights as a hint how to solve some parts of a level and neutral or green lights to light up doorways to the next area of interest. very subtile, but it should to the trick. :)
I will reply in English, my written German is far from enough for this haha, first off very nice let's play, thanks for playing!
I see you're playing version 1.1.1, in version 1.1.7 there is a lot more guidance, at least for the upgrade stations, as for guiding the player more in the levels, for this free little version, I don't think anyone will be able to spend that time. With that said, I totally see what you mean and they're great suggestions!
thanks for the reply, sorry for me being late, I was on vacation for 2 weeks. :)
I recorded the video when 1.1.1. was the newest version and then released it a few days later. Speaks for you guys, that by this time, "my version" was outdated, already ;)
My suggestions were for a full release, anyway. I didn't expected you'll overhaul or enhance this version by a lot. Just wanted to give some feedback for a bigger version (hopefully) somewhen in the future! :)
have a nice week!
Thank you for taking your time playing our game, but also for the kind words! Hearing that the moment is nice makes we warm inside, so thank you!
You also provide great feedback on the problems we do have and we would love to fix it all if we could!
What do you think would fit a real release for the game? Making it more of a roguelike, or more like a zelda dungeon?
sry for being late, as I wrote to Jona's reply, I was on vacation.
Thanks for the reply I look forward to a "real release" for sure. Really enjoyed it so far and I am glad if my feedback helps somehow!
To your question: in my opinion, I would enjoy a real puzzle-platformer with handcrafted big open rooms and a linear storyline way more then roguelike-mechanics. First of all there are way too much roguelike/roguelite titles out right now and almost all of them have the problem of being either very empty and bland or the rooms get to similar / to much reused very fast.
So I guess I would like to prefer the "Zelda"(Or maybe even Metroid)-Approach. Combat seems to be not the focus anyway, so there would be way more room for errors than it would be with roguelike-mechanics. And as I originally wrote, I had a very awesome "Prince of Persia" feel when running through expecially the big open room in the end and I would love to have more of that. So not very combat but very movement-orientated. You nailed that in this version of the game already and it was perfect for me. I dodged most of the enemies, they were merely moving obstacles to me.
So in my mind, it would be a semi-linear experience with big open puzzle-rooms, upgrades here and there that make you backtrack to some rooms to find new challenges and progress further. A playtime of 5-6 hours or so and definitively no permadeath or anything like that. Also no insta-kill traps so you don't have to repeat a big section over and over again over a misstimed jump. Much like portal but with your set of features and not the ones of Portal ;-) (Oh and also Mod-Support, hehe)
Ah yeah, the thing with the upgrade stations is that you have to shoot them to get the upgrade, I'll upload a patch in a little bit that'll make this much, much clearer!
You'll be happy to know that the latest patch 1.1.7 , will fix all of your problems!
What are the requirements for this game?
We haven't really had the opportunity to test for a lowest end capable of playing the game.
It'll most likely run fine if you've got a stationary computer which isn't super old.
If you can run Fortnite on Medium or PUBG on low at 720p you should be fine.
Brigadão for playing the game Fox! I've got no idea what you were saying, however, I hope you enjoyed the experience!
I enjoyed that game, I felt the ending was a bit sudden but I think the goal was to change the sun and not destroy it :P Good graphics and built pretty clean. 5/5 There is also the indiexpo.net website if you want to put it there too.
Thanks for a very nice let's play and indeed you are correct, the sun has run out of energy and is turning into a red gigant. Using the power of Ley Lines and science, you just saved the solar system, huzza! I'll look into that page for sure, thanks again!
We had to rework a lot of the levels during the final sprints of the project as the older ones didn't really work with what the game turned out to be. We'd love to have a longer game but time is a real tough enemy :p
The jury we presented the game to got to see a presentation with the (somewhat loose) backstory to the game which will explain the reason for the actions in the game, sadly we didn't really have time to explain everything in-game!
Towards the end I got hit by fire and I could not put myself out even when I respawned. I even died during the end credits. Besides that though, it was a pretty cool game!
Happy to hear you liked the game, I'm forcing one of my poor coders to spend his Saturday evening fixing that, right now! Thanks for finding the bug!
Super sorry for that! It seems to be fixed now though! Hopefully it didn't ruin the experience completely Squidman
Just uploaded version 1.1.5 and it includes the fix for the fire!
Loved the Fast Paced Environment! Where did you get inspiration from?
I really appreciate that! Thank you!
We took inspiration from at lot of games and looked at how they did their movement to get an idea of what could work. Some of these being Doom, Titanfall and HL2.
Edit: To expand on my answer with a more concrete example; we recorded some Doom gameplay and analyzed their climbing frame by frame to figure out why our felt off. One thing was that our gun was not rotating when coming back into the frame, so we borrowed that haha! We also felt that their climb was a bit clunky and messed up the flow of the game, so we sped ours up and made the player retain the horizontal momentum carried into the climb after the climb is done. This gave more fluidity :)
Thanks a lot mate!
And thanks for finding that collision bug, I'm going to patch it today!
Hey man! I messaged you on Reddit the other day! Here's my take on your game! I overall enjoyed it and would love to see a more fleshed out version! There's something i forgot to mention in the video but i feel the controls are pretty smooth and not complex. Hope my video helps :)
Really happy to see that you enjoyed it and thanks for making the let's play! :)
Nice vid, thanks for posting this! :) I have never made an fps controller prior to this project and It makes me super happy that you liked it!
If would be great to make this into something real and refine the controls and movement so that they feel more fluent, the wallrun is a bit too sticky imo...
Cheers man! Dude, for what the controls/game is, you've done a great job with the controls. I have played it again since i did this vid, really cant wait for more. The wall run is a bit sticky, its fun to bug the level out and wall run all over instead of using the jump pads lol
Cool Game but super easy to exploit. Speed Running is realy fun though. Realy like the game thanks for making it!
Thank you for enjoying it! A lot of effort was put into making it fun for everyone, speed runners included :) Many bugs and exploits were left in the game as they made for fun experiences. We also made some things less exploitable, such as there being a proximity check for activating the beam stations.
Btw have you tried walking on the ice ammo? Its super fun when you learn how to do it!
Loving this game so far! Only seen a few bugs where health orbs and destroyed saw enemies will clip into the floor a bit. Also took me a while before I figured out I had to shoot the signs to get the extra abilities, but maybe I'm just dumb ^^" I'll keep playing and let you know if I see any more!
Also is there a save mechanic at all?
Glad that you enjoy it! We have simplified the collisions and the visuals doesn't always line up. That's why some of the enemy parts act a bit wonky.
We had a lot of problems guidning the player and we have a long way to go, hopefully we can figure it out soon!
The game in its current state has no saves as it's a fairly short experience. We focused on gamefeel and content instead of the saves in the limited development time
I know a few of the people that made this, so this might be a bit biased ^^.
It looks great, and it is even more impressive when done in this little amount of time. The gameplay/controls feels good, and could be extended in the future to have more puzzle action.
I cannot find any big complaints, maybe the red/green enemy bottles being hard for me to distinguish being colorblind.
I have been trying to find all the little secrets (shades) but I am still missing two of them. Maybe one day I will find them!
Wow! I's insane that you found so many! Awesome job! At the moment only 7 out of the 8 shades are currently in the game, but we are working to get the final ones in asap!
Biased opinions are the best opinions! ;)
Super impressed you got that many, well played, and the way you play it, is indeed the way it's meant to be played haha!
Pretty solid game!
Maybe I missed it, but is there a sprint button?
No, there is not sprint button. We had that at one point but all game testers (as well as we devs) would never let go of it! So we raised the base speed of the player and added a small dash on shift instead.
Thanks Satori! Forward and strafe along with shift while in air, that's the way to go!
I absolutely loved this game and spent hours doing speedruns of the game just before the low quality update and my best is 3:17.16 wondering what are the future plans for this game and what's your fastest time for completion?
I'm happy to hear you enjoyed it! I can't remember what the record was but if my memory doesn't deceive me completely it was somewhere around 2:46 seconds (you run faster when you're moving forward and to the side).
One thing we have to do for sure is to restore the Time Trial mode to the original level! As for further into the future than that, who knows?
You were faster than me personally, and I've been playing this game for 7 weeks haha!
Thanks for the tip! I'll be sure to update you if I get any better. I also noticed you go a lot faster if you kind of do a hopping side to side motion and you can skip the double jump part of the abilities room. If you ever need a tester before you put an update up then I'd be happy to help out!
You can also jump out to the right after the fire room and skip the ice room, can be difficult bu doable for sure! Also gotta remember the Shift button, it can boost you quite a lot when you're in the air.
Good news, as of version 1.1.1, the Time Trial level is reset, it's uploaded and ready!
Try equipping the "Gibbs" and/or the "80s" for a true speedrun mode, if you can find them ;)
The plans for this game is to give it a bit more polish, add controller support and maybe online leaderboards, Then it's off to new adventures I guess! Maybe we'll take things out of this prototype and make it a full fletched game, who knows?
Edit: Just tried a run in the latest time trial mode (old abusable level) and got a time of 2:24!
Awesome game! The game is aesthetically amazing and feels so good to play. My laptop couldn't run it very well, but it was still a really cool experience. Movement feels great, and the whole game reminded me of Overwatch.
Great job to all the students that worked on this game!
Thanks Spaceface14! I just uploaded a new version with quality settings, at "Low" my PC gets 10 more FPS than on the previous "One and Only".
May I ask how much RAM and what kind of CPU and GPU you have in your laptop?
Hey, and thanks for the update! I have a Dell Inspiron 13 7000, not sure of the exact specs though. All I know is that I have 8GB of RAM.
Oh, yeah, I can see that GPU having quite a hard time running the game, sorry to say that we aimed for a slightly higher configuration. Surprised it ran at all, thanks for letting me know! For a bigger project there will definitely be a lot of shader LODs written.
Beautiful and great.
Good among of polish, and I really like the theme. A mechanical giant scarab boss was missing though. :)
Happy to hear you enjoyed the game, we were considering a boss, given another 1.5 weeks and we would've definitely made that dream come true!