Memory Leak by tritium

[raw]
made by tritium for LD 42 (COMPO)

You are in cyberspace, but the simulation only has a limited amount of memory, and the memory is slowly increasing due to a memory leak. You must exit each process (level) before the process runs out of memory space. You can create cubes to get to the exit trigger, but these use up memory. You can remove a limited amount of cubes to free up memory, but only at a limited distance. Later levels require you to obtain keys before you can exit.

Controls: WASD to move. Press 0 for no ability, 1 for cube building and 2 for cube removing.


Ratings

Overall 511th 3.139⭐ 20🧑‍⚖️
Fun 585th 2.778⭐ 20🧑‍⚖️
Innovation 275th 3.342⭐ 21🧑‍⚖️
Theme 146th 3.974⭐ 21🧑‍⚖️
Graphics 660th 2.289⭐ 21🧑‍⚖️
Given 19🗳️ 8🗨️

Feedback

Gulfick
13. Aug 2018 · 08:05 UTC
Nice idea! Interesting to play it! But it's too hardcore, I passed only 3 or 4 levels and than stuck.
Nexusviper
13. Aug 2018 · 08:16 UTC
i am not sure but please add more lights and some of the cubes are not getting removed are they intentional or is it a bug.
🎤 tritium
13. Aug 2018 · 08:21 UTC
@gulfick I decided to make the levels harder because there are only 10, and it makes the gameplay more intense. I've completed all the levels myself, so they are doable.

@nexusviper I should have made it obvious in the game that cubes are only removed at short range. I've changed the description to reflect this.

Thanks for the feedback
OadT
13. Aug 2018 · 08:33 UTC
The idea is really cool, but the memory is way to low! Also 0 is not a good keyposition, because its on the other side of the keyboard.
I had to stop in the level with 2 keys, cause I had to speedrun trough it, use as few blocks as possible (resulting in tight jumps), try to keep on the moving block while also having to place a new cube. (Removing cubes seems to be broken a lot of times?)
If you increase the memory and make it so you can stand on moving platforms I think this would be a great game.
🎤 tritium
13. Aug 2018 · 08:42 UTC
@oadt Thanks for the feedback. I agree that 0 isn't a good key position. The key with some of the levels, such as the one you mentioned, is to place the blocks beforehand (e.g. while you wait for moving platforms). You don't need to place them while on the platform every time. That being said, I agree that constantly having to move on the platform is a bit annoying. There should probably be different difficulty levels really with regards to the memory limit. Removing cubes isn't broken as far as I know, but is quite short range.
Mil
17. Aug 2018 · 14:11 UTC
I like it a lot, but I agree a little bit more rope in regards to the memory constraint would be nice.
MerpADer
17. Aug 2018 · 14:15 UTC
Its a good game but the first few levels are really hard to beat!
tomasara413
17. Aug 2018 · 15:28 UTC
The game is interesting and I think concept overall is good. The levels as mentioned by previous commenters are quite hard. But hard (or even hardcore) is fine. However this game combined with the difficulty has these really frustrating flaws:
- There is no "get ready" screen
- Many times you will be thrust into a level barging forward from the previous one resulting in a death (or a reset if you will), but most of the time this won't stop you immediately resulting in a one or two more falls before stopping to look around.
- Since the timer is on from this vague level beginning you will have to suicide to get back the precious time you have lost being unprepared.
- The camera resets with each level reset, this wouldn't be normally a problem but since the difficulty is high, you will get reset a lot. And now imagine you turn, jump and die, now, normally you expect your mouse to be at the same position as you died in, well not here. Now imagine dying on the same segment over and over again and turning around every time. It gets really frustrating really fast.
- You do not move with moving platforms which makes them useless, it is really easy to fall from them and you will benefit much more from not using them and going your own way. This is however sometime not possible due to memory restrictions.
- Since you die alot, the sound of death gets annoying really early in the gameplay.
🎤 tritium
17. Aug 2018 · 17:24 UTC
@tomasara413 I actually really appreciate critical feedback like this, thank you for being so thorough. This game was pretty unpolished due to the fact that this was my first jam game and I had no internet access for most of the compo (I had to upload with mobile internet). I was just trying to get it finished and actually have some gameplay content. That being said I agree with all the things you have pointed out, and I aim to have my next submission be a much more enjoyable (and less frustrating) game experience.

- The difficulty is due to me playtesting it so much that it became too easy for me, so I made the levels harder. This was probably not the best choice.
- I didn't consider a "get ready" screen and saving the camera angle, but those both sound like good ideas.
- I felt the non-sticky moving platforms added more challenge, which they do, but ultimately are just frustrating. This is definitely something I would change.
- The sound effects were really just placeholders, but I agree something more pleasant could be used for respawn, or no sound at all.
annoyedCactus
18. Aug 2018 · 19:33 UTC
I struggled tp understand how to play. It seems like a nice concept, but a better tutorital and a little more polish would have been nice.