Mizu by sbarrio
In Mizu, you control a glass that uses his inherent abilities to overcome all obstacles, enemies and puzzles. These abilities are... well, being able to hold some water in, of course!, oh, and jumping as well!
But be careful, the more water you hold inside the slower you will move!
Use your 2D platforming skills to overcome every level, and use water in your advantage to solve puzzles and dangerous situations.
= CONTROLS =
- LEFT/RIGHT keys- Movement
- Z - Jump
- X - Release water
NOTE: The HTML5 build runs a little slow but is perfectly playable. I recommend enabling Flash and playing the web-based Flash version though.




Ratings
| Overall | 161th | 3.693⭐ | 77🧑⚖️ |
| Fun | 149th | 3.66⭐ | 77🧑⚖️ |
| Innovation | 105th | 3.709⭐ | 76🧑⚖️ |
| Theme | 89th | 4.047⭐ | 76🧑⚖️ |
| Graphics | 451th | 3⭐ | 77🧑⚖️ |
| Audio | 250th | 3.179⭐ | 69🧑⚖️ |
| Humor | 196th | 3.167⭐ | 65🧑⚖️ |
| Mood | 302th | 3.138⭐ | 67🧑⚖️ |
| Given | 68🗳️ | 76🗨️ |
It was really well-designed all around considering you only had 48 hours. Probably the best use of the theme I've seen yet.
But the game is a little bit slow, isn't it?
For the best performance please enable flash on your browser and play the flash version :)
Jumping is a bit weird but great experience overall!
Also sweet tilesets - although I feel your maincharacter would have profited from lighter outlines.
But I would like to make some remarks. The game matches the theme, but I think it'll be nice to make process of wasting water more difficult or interesting, for example, make this skill available not during whole game. I mean it is not good when you can remove "heavy" effect at any time so you can't feel that "the more you have, the worse it is".
And about music. In the beggining of the game I'd like to mark it highly but on the third level it becomes a bit annoying. Composition is very good, so what about creating some music variety in the future?
I wasn't very good at some of the puzzles, but I don't think that's the games fault, it's just my lack of skill. Having to start the whole game again when out of lives was a bit annoying as I wanted to see new levels but the only way to do that was to repeat levels I already did.
The game is good overall though. Good entry!
Good job! :thumbsup:
There is one specific point I would like to comment on your game: you did a neat job **creating a lot of complexity from limited content**, the game has a few platform mechanics and a core mechanic (that is actually very good too) and from that, you extrapolated a bunch of cool stuff in your levels! I really did appreciate your job!
p.s. Nice touch building the tutorial into the world instead of UI prompts.
I don't want to be rude but I didn't like the music x_x
Having five different movement physics depending on the cup's water level is a really nice touch.
I suck at jumping accuracy in platformers in general, so I died a lot and couldn't progress far. I don't think the game would lose anything if there were unlimited lives AND some checkpoints. It would make it more attractive to the many players like me who never finished Super Mario 3's level 8 without the raccoon suit.
I often mixed up Z and X, so I'd rethink the controls if you decide to continue development.
@lamossus Thanks!, and yes, you are right, there is a bug right there, nice catch ;)
@rombus Thanks for playing!, and concerning the music, don't worry. I was expecting to see much more hate towards it, my music skills are non existent and I was completely amazed when some people said they actually liked it!
@lucas-ferrantelli Thanks dude!
@falak nope, the game is made using HaxeFlixel but I'm quite curious to try out Game Maker at some point as well. Also, you are right, there is a small bug with the HUD that makes it wiggle a little bit :P
@runamucker Yeah, the game might have turned out a bit harsh on players that are not used to this kind of games. I'm considering the limited checkpoint option, but I also wanted to make something challenging, so I'm not sure about the infinite lives idea. Actually, I ran out of time, but I planned extra life pickups to be hidden within the levels, so maybe you will see that in a full fledged release of the game.
@professor Thank you for playing it thoroughly!
Unfortunately, i don't know if it's because of my computer or not, but the controls were not that reactive? Had to release my arrow keys to actually be able to jump :'( thus i couldn't go past level 2 on the big waterfall side :/ too bad that i couldn't see more of it because of this^^"
Nice submit overall!
What you describe is really weird, and I haven't experienced it anywhere, you should be able to jump no matter what other key you are pressing. Which build of the game have you tried?
Thanks!
Well, i actually tried it on the html5 version you submitted
I hope that it’s just me having a bad luck with my laptop tho x)
Pls feel free to play and rate my game: https://ldjam.com/events/ludum-dare/40/split
Anyway nice job!
Congratulations and good luck!
I enjoyed the game =)
I don't normally like the feel of the controls when you follow the standard HaxeFlixel platformer tutorial, but with your theme of getting fuller and slower it makes sense.
The background graphics were sometimes confusing, because I couldn't tell if it was a difference in background color or a wall.
Feedback: The first part of second level was really frustrating to me. The part where you have to collect the water where the enemy is walking, maybe I had the wrong idea that my glass had to be completely full to be able to press the switch, haven't tried it halfway-full. Maybe I just suck at this kind of game but I kept dying there and stopped playing. :(
Overall great job keep up the good work!
All in all, great game.
Also, I don't think it's a good idea to have a limited amount of lives, and a level that can kill you in a second if you don't move. Perhaps you could add checkpoints to a level, and if you run out of lives, you restart from that level?