Time is Bad by BudgieM2

[raw]
made by BudgieM2 for LD 40 (COMPO)

Choose how long you have to beat each level. But beware, as more time will increase the difficulty! Once you have selected your time, press ENTER to start.

WALLJUMP HINT: Press up without left/right when sliding down a wall to jump off the wall

Left/Right - Move / Select time

Up - Jump

R - Restart

Esc - Give up (Esc again to quit game)

Made using Gamemaker Studio.

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Ratings

Overall 330th 3.398⭐ 46🧑‍⚖️
Fun 254th 3.453⭐ 45🧑‍⚖️
Innovation 383th 3.047⭐ 45🧑‍⚖️
Theme 269th 3.583⭐ 44🧑‍⚖️
Graphics 506th 2.837⭐ 45🧑‍⚖️
Humor 379th 2.514⭐ 39🧑‍⚖️
Mood 539th 2.603⭐ 41🧑‍⚖️
Given 52🗳️ 37🗨️

Feedback

Mathiouza
05. Dec 2017 · 17:35 UTC
Cool mechanics, but the player goes too fast ... And on certain walls, he falls quicker, so that is quite weird ... But despite that, it is quite entertaining ! It lacks musics nonetheless. Moreover, when diying, why does not reset the timer ? Because if I start with 40 seconds for exemple, and then I die 10 seconds after, I just have 30 seconds to finish the level, then the game should be slower, and that is not the case, so it is useless to does not reset the timer. Plus, it is soooo useless to have more than 40 seconds, because I think you wanted to do a game where the player have to be quick and accurate.

But anyway, that is a good experience. Keep coding :)
Poorwill
05. Dec 2017 · 17:40 UTC
Cute main character. I would have appreciated some indicator while choosing the time as to what "more difficulty" meant.
fashionbatman
05. Dec 2017 · 19:23 UTC
I agree with poorwill it was hard to tell what more difficulty meant. It has some interesting mechanics , and I had fun. Good job!
cogcomp
05. Dec 2017 · 19:24 UTC
Oddly enough the game doesn't work on my Computer... Running Windows 10 at 2560x1440...
ExNihilo
06. Dec 2017 · 15:13 UTC
That was quite an enjoyable ride.

It is unclear whether more time does make the game harder, because slow moving obstacles can actually be harder to avoid. Yet, finding one's own sweetspot is actually fun too (I personally found 30 seconds to be the most comfortable).

I agree that not resetting the timer between tries does not really seem to add anything and just pushes you to hit Esc each time.

Overall, controls felt very responsive, however I had a bit of a hard time alternating wall-jumps between two walls. I believe letting the character stick to the wall a bit longer, allowing the player to start pressing the opposite direction before jumping off the wall would help a lot.

Still a nice game to play, which could go a long way with a bit more polish.
Koficola
06. Dec 2017 · 19:40 UTC
Some solid platforming mechanics here, feels real good to zip, dip, and dodge about. Would love it to be a little harder however, with a stronger time/challenge ratio, and maybe take out the easy reset button as others said.
An excellent game of course though friend.
alottabit
07. Dec 2017 · 00:43 UTC
This is a really cool interpretation of the theme! Unfortunately for people who don't play a lot of platformers, it's very punishing when your options are 1) go faster or 2) increase the difficulty. In addition, when you die it seems pointless to keep playing without a timer reset because you've reduced the time remaining to finish the level without dropping the difficulty.

I agree with the feedback above about jumping between 2 walls - it was pretty tough for me.

Overall, I think it's a great idea that could've used a little more polish.
icxon
07. Dec 2017 · 00:48 UTC
Challenging and hard. 40 seconds worked for me for the first three levels.

V-sync issue was a bit annoying, is it possible to configure it?
eri0o
07. Dec 2017 · 00:51 UTC
**A very nice jumping and sweet theme adherence!**

![jumping a lot](///raw/a83/2/z/e17c.gif)

This was a very nice surprise. At first I didn't understand exactly what I was supposed to do, but then eventually it made sense, if you wish more time to beat, things will move a lot faster. Eventually I found out the slow movement is kind hard, and adjusting the time there is a sweet spot where things are faster enough that the move just flows. I liked jumping on walls, felt very good. I would just add a jumping button far away from the arrow keys because the fingers hurt a little being used a lot when they are so close. Lovely game.
Raven
07. Dec 2017 · 12:24 UTC
It is a very good idea!
....Except for my motion sickness preventing me to play the game for long _(:з)∠)__

Maybe player control can be a little bit more polished? I am feeling the player control is a little bit too slippery.

And perhaps it will be better to choose standalone executable instead of installer in creating the application?
BlakeMcDeezy
07. Dec 2017 · 19:18 UTC
I thought having players make the trade-off between time and difficulty was great - really innovative! The character looked awesome too!
For Gamemaker, it is better to create it as a 'Single Runtime Executable'. Means less installation steps.
Kutase
07. Dec 2017 · 20:22 UTC
Really good concept of hardcore platformer! It was very hard to play this.
bigblackbeard
07. Dec 2017 · 20:34 UTC
The theme is fully respected, speed is crazy but realy good, but... Wall Jump is not fine in my opinion. I just don't succed in this jump. Tryed move then jump, jump then move, both at the same time, nothing...
The game could very cool if I was able to pass the first wall ^^. Nice work !
NNNIKKI
07. Dec 2017 · 20:53 UTC
Love it! Nive and simplistic graphics (love the qwerky character), nice idea for the time-difficulty combination. The only thing I don't like is that it's hard to jump from one wall to another, but instead you have to jump on the same wall multiple times.
volatile
08. Dec 2017 · 14:16 UTC
A nice game, with nice jump mechanics. It sometimes has some graphical glitches though.
SanyingLi
08. Dec 2017 · 15:20 UTC
Nice idea to have dynamic level which more time make level harder. The character animations are very cute!
Baconinvader
08. Dec 2017 · 18:30 UTC
I liked the idea and the game was pretty fun. The variety in obstacles was nice. I wish the movement was a bit floatier though, the movement felt too quick for me (I do suck at platformers though).
frankiesmileshow
08. Dec 2017 · 20:54 UTC
It didnt work for me, running it only gives me a black screen. Yet I see a bunch of comments here from people who could obviously play it! Any clue what could be wrong for me?
blobo
08. Dec 2017 · 21:27 UTC
Very nice use of the theme! wonderfully executed too, great work.
pvtroswold
08. Dec 2017 · 22:22 UTC
Very innovative idea, letting the player choose the speed of gameplay elements. Appropriate for the theme. Loved the character sprite & animations. Missed having some music or visual atmosphere, maybe in the style of that green dude! Great job!
niterich
10. Dec 2017 · 20:48 UTC
Great game, with some fine controls and a perfect difficulty. I really like what you did with the theme, but I feel it only really had an impact on difficulty at the extreme ranges. Like others have said, sometimes the slowest obstacles are the hardest to avoid. The preview before each level showing how fast each obstacle will move was a really nice touch.
ariake81
10. Dec 2017 · 23:20 UTC
Very cool interpretation of theme- few glitches here and there but only to be expected from an ld game! Fun and frantic- good work
Knowledge
10. Dec 2017 · 23:43 UTC
Fun game, like other have already said, resetting when dying is useless.

It seems that with time increase, game just becomes harder. I always had enough time if I didn't die. Maybe you should make level a bit longer.

Wall jumping was a bit weird. Level should always start in same condition (I often timed starting the level). New enemies appearing seems bad idea to me.
shinyogre
13. Dec 2017 · 03:56 UTC
The speed and character animations were beautiful. I didn't really know what was going on with the timer, why it kept jumping up and down. Was I selecting a time before starting? I didn't realize that.

And as others have said, this kind of game needs its levels to be completely deterministic and predictable, so that players can learn and master through trial and error.
WoooWooo
18. Dec 2017 · 21:26 UTC
Really cool idea. At first I didnt realize time did anything, but then, haha. Wish jump button was separate from up, as it is the controls feel fretty wonky (for wall interaction)