Running Out in Space! by Ekilibr

Running Out in Space! is a platformer game. In each room, the walls will become closer and closer from each other, bringing everything with them, platforms included! Be careful, and use it at your advantage to reach the exit orb, while always trying not to run out of space!
Controls - Move : Q/D - Jump(double) : SPACE - Retry : R



Finally Done!!! Submission was made 1 minute before end of the countdown!
Ratings
| Overall | 192th | 3.636⭐ | 61🧑⚖️ |
| Fun | 209th | 3.525⭐ | 61🧑⚖️ |
| Innovation | 224th | 3.448⭐ | 60🧑⚖️ |
| Theme | 136th | 3.992⭐ | 61🧑⚖️ |
| Graphics | 176th | 3.72⭐ | 61🧑⚖️ |
| Audio | 118th | 3.517⭐ | 60🧑⚖️ |
| Humor | 273th | 2.61⭐ | 43🧑⚖️ |
| Mood | 155th | 3.402⭐ | 58🧑⚖️ |
| Given | 36🗳️ | 34🗨️ |
The. Exe is not considered as official by Windows, that's why.
You can launch it anyway. Sorry for the inconvenience!
Nice move on setting the movements to Q/D keys! That makes the game even more challenging! The ArtStyle is also very nice!
GoodJob! :))
Binding move to Q and D was weird to me and makes me appreciate how annoying the games I make must be for people with AZERTY keyboards.
I am curious: why did you chose to use "q" and "d"?
Movement sometimes feels strange. It feels like movement direction doesn't change while jumping sometimes. Also found a bug:

To answer you guys about the Q & D binding, it was a reaaaaaally poor choice made at the last minute from a french guy with a french AZERTY keyboard. Wanted the game to be playable with one hand, but was super tired at this time and just totally didn't take into account QWERTY keyboards...Shame on me :D
I'll make sure to make a proper QWERTY build tomorrow! Sorry for the inconvenience, and thanks again for all your warm messages!
@blight-radiance, nice little bug there :D Actually I guess there are a couple of these ones left in the game. Repositionning the entire level at each shrink caused me a lot of troubles, as it's one of the first time I actually code a game (always sticking to Game Design which is my day job, and Art/Level design in addition in classic jams). Thanks for reporting it, I'll see what I can do to avoid this case in a post-LD update!
Thanks you for the music, first time as well :)
What engine did you use?
Do you want any feedback in particular?
The game is indeed quite easy, as I lacked of time to implement the harder levels I had designed :( I guess that's the compo effect ;)!
Indeed, there was a bunch of bugs regarding the shrink making the character stuck in some situations, as well as killing him in some unpredictible ways... All of what I tried to fix in the post compo version, as you said!
The air control & deceleration are some points I wish I spent more time on... Thanks again
Sorry about that!!
- Music is great!
- Little character reminds me of the guy from fez, except he doesn't have the hat :D
- Very literal interpretation of the theme, works great!
- Closing walls allowing me to get to the exit is a clever idea!
- Controls (q and d) are a bit confusing
- Very clever puzzle design, great potential!
- Nice atmospheric noises like the wind!
As a platformer, I felt it was difficult to get used to the controls. That is the only thing I would complain.
@megalink so glad to hear all that... :)!
The graphics are well executed and the SFX are great as well. I do believe that there's a point where the music disappears for a while before it looping.
Loved the character design.
I liked it a lot, and as everyone said the q and d is an uncomfortable position of hands for a qwerty keyboard :P
Ps. I didn't play the post-jam version so these issues may have been fixed.
Yes indeed, a lot of issues have been fixed, except for the binding that I didn't find time to update yet... Thanks again for your input on this :)!
The game is a little short (maybe more levels in post-compo) we want more !!
It is enjoyable, really nice looking graphics and a really good concept !
I love using this reducing border to go up and be able to jump to the orb :p
Great work !! :)
The concept is simple but yet really well executed. I liked the global mood, with the graphics and the music fitting together.
Good work and good game :)
I have a couple of other issues, though. You can't move straight away when you start a level, which takes some getting used to, especially when some of the levels don't display the level number at the start. My frame rate seemed to drop quite a lot in Level 8, and I don't know why that would have been because it only had one moving wall (the other levels were fine). The collision detection also feels a little off: you start out standing precisely on top of the floor, but can easily end up sunk halfway into it for some reason, and you can end the level just by running into the pedestal the orb is on without actually touching it.
I reckon that with some more polishing, and a bunch more levels, this could definitely be an excellent platformer. Nice job with what you've done so far!