Memory Leak by tritium
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.
| Source code | https://ufile.io/q9955 |
| HTML5 (web) | https://tritium5.itch.io/memoryleak |
| Original URL | https://ldjam.com/events/ludum-dare/42/memory-leak |
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🗨️ |
@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
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.
- 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.
- 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.