Quickshot Yellow: The Quest for Green Flags by Phlip45
Made a puzzle game this time!
Instructions: WASD or ↑←↓→ to move, 1 2 3 switch abilities. R resets current level.
Theme doesn't come into play until last two levels but there are only 10 so hope you make it there! Have fun!
Edit: Changed the layout of a couple levels to make it a bit less unweildy. Crux of the puzzles are the same, just making it less key presses to get to the exit after solving.
Ratings
| Overall | 361th | 3.375⭐ | 58🧑⚖️ |
| Fun | 286th | 3.375⭐ | 58🧑⚖️ |
| Innovation | 363th | 3.188⭐ | 58🧑⚖️ |
| Theme | 637th | 2.809⭐ | 57🧑⚖️ |
| Graphics | 594th | 2.625⭐ | 58🧑⚖️ |
| Audio | 342th | 2.911⭐ | 58🧑⚖️ |
| Humor | 194th | 2.875⭐ | 38🧑⚖️ |
| Given | 47🗳️ | 49🗨️ |
At first I wasn't sure where the theme was going to come into play - but then with the last 2 puzzles I really did find I was "running out of space.

FYI, I had to disable uBlock Origin to run it in Chrome if anyone else just gets an image when they go the webpage instead of a playable game.
@frank-gevaerts Will have to look into how I would implement an undo system for the next time I try and make a puzzle game. A lot of the code I have is a mess so a little more planning next time would be good too I think =P.
Anyway, puzzles on this one were well designed! The jingle was cute at first but got a bit :grimacing: after a bit.
Fun little music and sound effects too. Graphics could stand to have a bit more flash.
@purrfexionator Thanks glad to hear not all the puzzles were cake walks =P
@t8kk Thanks! I agree that having a splash screen with an instructions page probably would have helped a bit, but ran out of time ^^; Next time!
@neontropics Graphics are always my weakest point. I know I should spend more time on them, but I don't actually find that bit very fun so I just slap something together and tell myself I'll get to it if there is time (spoiler: there is never enough time) Glad you liked the game.
The audio was also really cool, and fit the pixel-art vibe. Great job!
I got stuck on this level. I need both jump and sprint, yet i need to give one of them when i want to pick up the blue card. Unless there is a way to change to what slot the card goes when you are on it's tile, i don't know how to beat it.

Anyway the it is pretty fun and really pleasant puzzle game.
@guardhei Yup I agree that the theme isn't super strong. Realized too late I should have limited the player to two abilities but already made the puzzles and didn't have time to reimplement.
@awix I'm always wary about music but I figure better some music you can mute as opposed to no music and it is just a barren wasteland of sound.
@necromic Mouth sounds are my specialty
@zeriver You might want to read the comment by nick above to get a hint on how to beat that one (it is the last puzzle too!) ;)
Looks like I also gave up on the last level, but now that I read the comment it's clear.
Really well done!
PS: Also had to turn off uBlock for it to work.
@carlos-giraldo The controls are a bit clumsy and I have since figured out what I would need to do to fix it, but it would definitely change some of the current puzzles. If I work on this in the future I would make it so that when you go onto an ability terminal that you actually do swap your ability with that terminal and it won't prompt you.
@levidsmith One of the earlier levels (I think level 3) was supposed to teach you that sprint can get you over rows of spikes. If I make a post jam version I'll have to make it a bit more obvious that is what you have to do for rows of spikes.
@andrei9 Thanks!
Keep it up!
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
I think you actually need more than two ability slots to make compelling enough levels. I would start with two slots and then keep adding them (up to 5-6, why not?) when introducing more abilities and complexity.
The theme does not fit. Even in the last level the problem is about timing and ability set, not about space. With disappearing tiles (based on time, usage or manual activation) you could strongly tie the other aspects to the theme.
Yes, the controls are clumsy. Glad to see you already have that under consideration.
Good foundation for an expanded puzzle. Swapping out abilities is a rather innovative idea worthy of development.