Switch Accelerator by Nekonyo
This weekend I have been working on this project for the Compo competition. I hope I did not make any mistake that disqualifies me.

link for playing and downloading the game
https://cavineko.itch.io/switchaccelerator
I have used:
Unity 2018.2.16f
Krita
Inkscape
BoscaCeoil
Audacity
Everything could be done better programming, art, music, etc. Next time I'll improve and try to do something better.
I let you some screenshot of the game

| Source Code | https://cavineko.itch.io/switchaccelerator |
| HTML5 (web) | https://cavineko.itch.io/switchaccelerator |
| Windows | https://cavineko.itch.io/switchaccelerator |
| Original URL | https://ldjam.com/events/ludum-dare/43/switch-accelerator |
Ratings
| Overall | 403th | 2.975β | 63π§ββοΈ |
| Fun | 386th | 2.847β | 64π§ββοΈ |
| Innovation | 488th | 2.172β | 63π§ββοΈ |
| Theme | 477th | 2.385β | 63π§ββοΈ |
| Graphics | 346th | 2.96β | 64π§ββοΈ |
| Audio | 189th | 3.205β | 63π§ββοΈ |
| Mood | 322th | 2.944β | 64π§ββοΈ |
| Given | 97π³οΈ | 87π¨οΈ |
I would prefer it if the challenge wasn't so much the button-mashing balance of the characters in the middle, but the navigation between the spikes. I think that if the spikes were a little longer, the focus would be more on agility and reflexes than following the rhythm of the movement.
For your first Compo this is a pretty neat game (I would say better than my first Compo (we don't talk about that game)). You got a finished game and are seemingly quiet proud of it which is the most important part after all! I liked the art and font choice (especially the backgrounds) though I found that mixing the pixel art with the more sleek, modern style made the overall composition a bit jarring (also, good first attempt at pixel art). The main menu music I really enjoyed also.
Overall, it was a nice experience coming from someone who just started. Hope to see you next time :)

There's always room for improvement and you seem to be willing to learn and get better which is great! If you're interested in learning more about pixel art, animations especially then I recommend someone like Pedro Medeiros (google his name and you'll find him) who does amazing pixel art tutorials. Otherwise I wish you best of luck!
Practice makes everything better with time :wink:
The graphics are cute, don't worry about that! I have some time making games, but one of my worst problems have been the artwork... I start just with blocks (blocks with eyes, blocks of different colors...), I looked for other people to help me with that, but now I'm trying to make my own artwork and isn't the best of all, but I can say that it is better with practice, do it, do it and do it... It's like programming, **the only way to learn to program is to program...** If you want to make beautiful artwork, make artwork until they are beautiful, and never stop! :muscle:
Beautiful game, I like it! :smiley: :v:
P.D. Sorry for my English, I'm just learning... :sweat_smile:
Your English sounds good for me πͺ. Well I can't boast about it.
edit: oh, its your first competition entry? Yeah, I appreciate that more, as well as the fact you managed to make a full game with actual game over conditions and had time to add music too. Its all too easy to overreach and then not have time for things, so you should be proud of this as a first attempt!
A lot of people who have fun making something for LD go on to turn that into a full game - did you know [Hollow Knight](http://hollowknight.com/) started out as a ludum dare game?
I'm glad you enjoyed yourself, hopefully you'll stick around for next time!
This game is a little similar to the real first game I tried to made https://ctunity.itch.io/freezefall . Also I want to play , rate and check other Ludum Dares these days when I have plenty of time π€.
Depending on the result of this LudumDare I will continue adding a lot of different things for levels instead of only spikes, add android version, pick-up objects, more audio effects, characters, etc. **Please, leave comments telling me new features you want and whether or not this game should keep progressing to a professional level** π

I kind of wish that the levels were more like caverns rather than straight corridors: like, you would then have to go up or down to follow the path of the cavern - perhaps even with splits so you had to choose which way to go. That'd be cool.
The music was a bit insane (I hoping I'm not offending you here but I guess it was computer-generated?) - but the lovely up/down sound effects made up for it ;)
Delightful game, great work!
@yyam Thanks, do you mean playing always in 1280x720 or something like that π€?
@azayiah Thanks, it is a casual game for playing a few times and making to speed up more and more π.
@antti-tiihonen I know, I wanted to make something more interesting but I went for the easy infinite generation with only spikes π .
@mrspeaker As I said, it was done in BoscaCeoil, it doesn't make incredible results but I tried to make something decent π
I did see that sometimes when you hit a spike, the character (that hit the spike) doesn't immediately die, it travels along the bottom or top until it hits the next spike. Just thought I'd let you know!!
I did see that sometimes when you hit a spike, the character (that hit the spike) doesn't immediately die, it travels along the bottom or top until it hits the next spike. Just thought I'd let you know!!
Edit: Not sure why this posted twice... whoops :sweat_smile:
@manimal Thanks, maybe I didn't add a lot of features for killing you or anything, I just tweaked the level generator parameters for that and play testes it, I like that you liked it π.
@fuzzymelon94 Yeah, when a partner of yours sacrifices, his corpse will support you for a while. At the beggining, they could survive 5 or 10 spikes. But later I took it to only last a moment for having a little of rest. Do you think that the player should be killed automatically? or should it survive some time while switching the player?
Highscore in simple: 587
Some tweak ideas:
- Give (tiny) intro story at the beginning, just for flavor / goal setting
- Pick-ups at the edges that slow you down again
- When you die, make the player immune to death for a few seconds, so you don't lose two lives at once
- I haven't worked too much on intros and I haven't thought of any story yet. I just created the menu Sunday afternoon hoping for me to accomplish it on time .
- I love to place the pick-ups near the walls for encouraging players to risk their lives. But slowing down to the initial speed may mean unbalancing the game π€. I think that a less significant effect would be greater.
- I saw how you get killed 2 lives very quickly some times. What about a immunity for less than 3 seconds that changes direction when hitting the spike?
I have one suggestion: You could reset the position of the player to the middle after hitting the spike. Otherwise it happens to loose few lives at once.
Overall great job! :)
@rewzu Staying to the middle after hitting a spike is a good idea, that implementation can be very good for every level.
I'm looking forward to working on this project new year, but first I wanted to learn some things and participate on other kind of torunaments. So probably I won't be working hardly on this project until February or March