PE@CE by bwalter
Jump and attack your way through the difficult levelscape of this deadly facility! Over 30 levels, and 3 boss rooms await!




| HTML5 (web) | https://bwalter.itch.io/peace/ |
| Original URL | https://ldjam.com/events/ludum-dare/41/pece |
Ratings
| Overall | 81th | 3.877⭐ | 161🧑⚖️ |
| Fun | 70th | 3.847⭐ | 162🧑⚖️ |
| Innovation | 483th | 3.084⭐ | 162🧑⚖️ |
| Theme | 613th | 2.913⭐ | 162🧑⚖️ |
| Graphics | 61th | 4.084⭐ | 163🧑⚖️ |
| Audio | 173th | 3.341⭐ | 153🧑⚖️ |
| Mood | 39th | 3.809⭐ | 154🧑⚖️ |
| Given | 1🗳️ | 0🗨️ |
The camera shake and graphics in general feels kind of overwhelming. It can be hard to see where my character is.
The controls are a little lacking as well.
Got a little mixed up after the second key part, think I started going backwards?
Love what you've done with the art, so much atmosphere for 3 colors.
EDIT: Also, the camera shake made it a bit hard to see what I was doing at times. I would have to go on instinct when the camera shook.
Special kudos for the smoke effect that are really neat and really sell an atmosphere.
The level design is also super well done and varied.
At some point I got stuck in the game. I got an ank , died and the ank was not there anymore so I couldn't progress.
* The screen shake is too strong, which can lead you into loosing track of your position or not understanding instantly where you died
* The player animation are nice and smooth, but it can cause it to disappear for a frame when in mid air, again resulting in some confusion
* The death timer is a little bit long, and the levels don't reset their "trap" timer when you respawn, which can lead to some frustration when you die too much in a level.
But despite all of that, this game is rock solid. You managed to pull off a unique atmosphere using only ascii character and 3 colors, and the game has an impressive amount of content and polish for a Compo game. Congrats !
I agree with valden above.
As a few others have mentioned above, the respawn timer does seem a little long, and sometimes when you die the falling platforms didn't get reset.
Some nitpicks as is tradition:
- As others have pointed out, respawn is way too long for a precision platformer
- Even though I enjoyed the platforming, I did not like that my character kept moving after I let go of the movement keys. The level design didn't make this too annoying, but it feels like bad practice to have slippery controls in this genre.
- The collectible (and neccessary) hearts don't differ at all from the background (and blocking-your-path) hearts, so -in the last (or second last?) level with hearts- I spent a good while trying to pick up the heart in the top left corner, before realizing it was part of the background.
- There's a bug where the falling platforms won't respawn after a death, so there's no way to finish the level.
- A lot of levels seem to be designed around getting all the hearts/keys and getting to the exit in one go. But if you die after getting a heart/key you keep it. This did help alleviate some frustration as compared to the alternative, but I can't shake the feeling the level design doesn't match the mechanics.
- I really like the blood splatters, though they were only ever really visible on the falling platforms, where they looked out of place floating when the platform fell.
The animation's great, the sound design matches the theme, the color scheme is minimal but works (except, as mentioned, for the pickups. Same color and same symbol between what you can interact with and what's background is just bad form). Really enjoyed myself with this title. Great work, keep it up.
Good aestethics and Very good mix of ASCII and platforming! :grinning:
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#### ...Also, What engine did you use? :thinking:
It doesn't really fit the theme too well, but that doesn't make it less of a fun game.
I havn't quite gotten trough all stages yet but I certainly will =)
Incredible. No idea how you pulled this off in 48 hours! Love the black/white/red palette. The symbols remind me of when I was first learning to program in QBASIC in DOS. :) That last room is brutal.
My only complaint is I couldn't figure out what the hearts do. I picked them all up anyway but I'm not sure if I needed to.
I don't really see how this fits the theme at all, it's just a platformer.
I really like the artstyle though!
As you've said some people complained about, the screenshake was a little much, but only really needs to be lessened whenever you successfully attack things, so that you can distinguish between dying and breaking a wall.
Also, I beat it. Love the ending! And congratulations on your entry!
I'm not one for precision platformers, but this game kept my attention for longer than many commercial titles of the genre. Well done.
I'd love to see controller support - this sort of game would be perfect on an old-school gamepad.

The aesthetics of this were really good! I'm a pretty big fan of platformers and I was glad to see a stylish and polished precision platformer :)
Thoughts:
- Some of the levels felt repetitive since they were similar to previous levels but with more spikes. It would have been cool to have some harder levels that only focused on a certain type of obstacle (e.g. spikes only and there would be lots of small gaps along the spikes to require you to land in those gaps / wall-jump along those gaps. There was one level like that that I enjoyed)
- I think the attacking mechanic felt like it wasn't very useful / didn't contribute much to the game. Perhaps there was some potential for levels that were full destructible? And if the key didn't persist, then it would have some puzzle aspect to it where you need to destroy blocks to get to the key but also make sure you leave blocks behind to get back to the door.
- I feel like the hearts + keys should be reset when you die in a level rather than have it persist with you.
Loved the ASCII theme and adventure feel, well done.
P.S. I got stuck on a door, came back from a door that required a key and couldn't get back. :/
Its not very unique or innovative, but it's a solid platformer and the controls feel good. (bad controls are the worst offender in most ld games IMHO)
The level design was a bit repetitive and mostly too easy for my liking. The controls were definitely good but sometimes I was left hoping that they would be a bit more responsive. There was some unnecessary slide to the character which caused some frustrating deaths.
But overall, very good implementation and I quite enjoyed it!
here's mine if you have a few https://gonz0.itch.io/spacescape
Because of the simplistic colors, sometimes there are moments of confusion, such as when I'm in front of a door in a room with multiple doors, I blend in and it's not immediately apparent where I am until I start moving and it takes me a moment to process. This could be solved by possibly even giving your player character a black background so there's never elements showing behind it. Normally, that would be silly, but for ASCII, characters wouldn't overlap so it makes sense for your theming.
Also, I encountered a potential bug where collecting a key, then dying, spawned me back at the door I started with the key, so I was able to skip a challenge through dying.
All in all, a beautifully made game for the time limit you had, and I think keeping the art clear and simple really adds a lot to the experience. Great work!
Huge game, so many levels, i liked it a lot, also the effects you added which gave the gfx a nice flavour.
Although i did not figure out what to do with the key once i had it :o
50% less screen shake and 100% less respawn time imo.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape