Mountain Diver by Ithildin
Skydive while picking as many crystals as you can, and bring them back to the summit to beat the level. Don't be too greedy, though ;) Crystals freeze into platforms you will need to climb your way to the goal, so the more you pick the harder you'll have it.
To assist you a bit you can also count on a booster pack that will give you some extra impulse, but each usage will cost you 3 crystals. Check the Pow icon on the HUD to check when the booster becomes available or when it finishes charging.

Keyboard Controls:
- Left/Right arrow (A/D): Move horizontally.
- Space: Jump
- Left control: Charge and release to use the boost and reach places beyond your jumping ability.
Gamepad (RECOMMENDED)
Reference controller was an Xbox One.
- Left stick's left and right to...move left and right.
- Press A to jump
- Hold and release X to use your booster.
Changelog
6/12/2017: After checking the post-submission FAQ I've re-uploaded a hotfix build with improvements to the slippery controls and occasional buggy booster behaviour. If you've already tested the game, please let me know if it feels better now. The MAC build is still the outdated one, though. Also, improved this page and the itch.io description.
8/12/2017: Added link to the postmortem
Technology * Graphics - Aseprite, Photoshop CS6 * Engine - Unity 2017.2. I used the free version of DOTween * Audio: Recordr for sound recording (you wouldn't have guessed by the name), Audacity for editing.
| Source code | https://github.com/wildrabbit/ld40 |
| HTML5 (web) | http://ithildin.itch.io/mountain-diver |
| Windows | http://ithildin.itch.io/mountain-diver |
| Other (document) | https://ldjam.com/events/ludum-dare/40/mountain-diver/$70256 |
| macOS | http://ithildin.itch.io/mountain-diver |
| Original URL | https://ldjam.com/events/ludum-dare/40/mountain-diver |
Ratings
| Overall | 305th | 3.44⭐ | 60🧑⚖️ |
| Fun | 354th | 3.241⭐ | 60🧑⚖️ |
| Innovation | 196th | 3.466⭐ | 60🧑⚖️ |
| Theme | 132th | 3.886⭐ | 59🧑⚖️ |
| Graphics | 284th | 3.441⭐ | 61🧑⚖️ |
| Audio | 341th | 2.895⭐ | 59🧑⚖️ |
| Humor | 340th | 2.635⭐ | 50🧑⚖️ |
| Mood | 222th | 3.315⭐ | 56🧑⚖️ |
| Given | 64🗳️ | 71🗨️ |
Rather than challenging, I'm afraid that the acceleration-based horizontal motion could be considered broken, since it's causing lots of frustration everywhere (especially with keyboard controls, on a gamepad it's slightly smoother).
I've been making some tests and I'm planning to fallback to constant speed, but I first need to check if this could be considered as a game-breaking bug so it doesn't break the compo rules. If so, I'll upload a new build without inertia asap.
Otherwise, I hope to have this sorted out on a post-compo version -_-U
The movement is a bit touchy. There should be some friction or else it just feels like you're always mid-jump even when you're on a platform. Maybe this is intentional to create an "ice" feel?
Pros:
So far this is the most interesting mechanic I've seen, and it fits the theme very well.
It's counter intuitive and plays on our psychology of wanting to "get all the things"
Even after I knew what was going on (it took me a bit) I had to resist grabbing those crystals.
Great work.
The use of the theme with the mechanics was marvelous. On one side, my usual behavior on this kind of games was to collect everything, and it took every fiber of my soul to be rational and just take the necessary gems. It's very hard not to be tempted and to try to find the sweet spot between greed and planning.
Like others have said, the controllers are the one sour spot. Specially when playing on chrome, where holding Ctrl and pressing D caused a Bookmark notification to pop up and interrupt the game. This happened many times and was a major bummer. W for jump and S for super jump would have been far more intuitive.
Still, incredible Compo work. Our team wishes you the best of luck on this judging phase. Cheers! :whale:
Would prefer more safety when going up, i.e. the platforms should maybe disappear later so I could save myself if I fall down just a bit.
Overall, very solid entry, congrats!
Doesn't seem so difficult for me (after you understand how it's work), just cool.
I really appreciate that people get the crystals <-> platforms mechanic, that ended up being the main point of the game, and while I'm aware that it could have been conveyed better, it's great to see that it didn't turn out so obtuse in the end.
@weeping-rupeee Having ice/snow platforms would have been a good excuse but I'm afraid I would be lying :sweat_smile:. I wanted to have some degree of inertia, but I didn't realise until playtesting that it was so annoying (I'd gotten used to it or was using the gamepad most of the time). The jump detection is probably more sensitive than it should, and that doesn't help either.
@moski Thank you, glad you like it! While I was aware of most of the issues with the controls, I hadn't realised about the problems of using the boost key together with A/D (totally my fault, I always used the arrows :flushed:), I'll have to fix that :S
@mike-cullingham That's a good idea! I wanted to have a smaller tutorial level (or at least communicate the objectives and actions better) so players could become used to the core mechanics, but had to stick with that in the end.
@shinyogre Yeah, I know. I would have liked to have at least different animations for gliding and jumping, but time hit hard. As for the climb back, I would have liked to show a full preview of the level at the beginning and additionally, detecting if the resulting level for the climbing stage was doable (so the game could either adapt it to make it so, or just trigger a defeat condition). To reduce frustration I added the boost functionality and the smaller crystals as a way to allow the player for a second chance, but it's not accounting for every possibility. I'll take a look at that crash, it sounds related to the issue with the bookmark dialog.
XD it is difficult but a real good game in accordance with the theme !! GG !
The graphics are quite good and the game feels good, tough a bit harsh ! Hope you will adjust the difficulty a little bit :-p (for instance you could have a first level a lot easier)
See you !
Our game : https://ldjam.com/events/ludum-dare/40/the-darkest-light
I liked the theme tie in though, and the ctrl to boost wasn't an issue when I realized I could just press the POW button!
The game was too difficult for me though and kinda made me lose hope fast so if there was a weak point that would be it. May be I am just not used to play this kind of games a lot and that is why I lost hope fast. Still you could add two difficulties, easy and hard, to fit all personalities. All in all great job :)
It's an enjoyable little game!
Really unique mechanic, it is a wonderful tradeoff on how many crystals to grab on the way down!
Took me a second to figure out how to use the booster, a sound while charging it might help tell the player that something is actually happening.
I love the artwork. I thought that the best way to win the game was to catch no crystal at all while going down. Still, the climb was a bit difficult and I died a lot.
Good job, congratulations!