One-Pass by LukeZaz
A platformer where tiles you get near to will solidify if you go too far away, making backtracking impossible.
Controls: W A S D. Press R to restart the level in case you are stuck.
I couldn't get this anywhere near where I wanted it to be, as I spent about 40 of the 72 hours of the jam sick, so I'm planning to take a couple days to see how far I could've gotten had things gone better. That said, expect a post-compo version to come out relatively soon! (With checkpoints)
EDIT: I'm now aware the Mac build is (edit: sometimes?) nonfunctional. A remedy should come soon!
Links
- Windows / Mac / Linux: Itch.io
| Original URL | https://ldjam.com/events/ludum-dare/38/one-pass |
Ratings
| Overall | 623th | 2.947⭐ | 21🧑⚖️ |
| Fun | 409th | 3.105⭐ | 21🧑⚖️ |
| Innovation | 34th | 4⭐ | 21🧑⚖️ |
| Theme | 746th | 2.211⭐ | 21🧑⚖️ |
| Graphics | 710th | 2.211⭐ | 21🧑⚖️ |
| Mood | 699th | 2.444⭐ | 20🧑⚖️ |
| Given | 12🗳️ | 14🗨️ |
I'm not really concerned with the lack of ratings, by the way; I've not been advertising this due to its relative incompleteness, though I plan to do so some once the post-compo has gotten far enough. Nevertheless, thanks for the heads-up — there's no value in something unplayable, after all!
Edit: I had a friend who had a Mac test it and confirm the Mac build wasn't working for them. Looking in to it!
Possibly I have something installed as a "dev" that a stock system might not?
If you're still doing a post-compo version of this game, let me know (`micah@addictivecode.org`)! The idea's very intriguing, and it seems like there's probably a lot of room for creative puzzles with it.
Save points might be nice :D
The Mac version appears to be broken (the app file simply refuses to open), but it worked fine on my main Windows PC.
@cliffracerx I interpreted the theme as the world could be small at any point, and so as you move and things solidify, the world gets smaller and smaller, limiting how you move. As for the glitch - that's not technically a glitch (I never coded in anything to remove those pockets) — just an annoying little aesthetic issue. Anyway, thanks for playing! Still trying to figure that Mac thing, though :/
### GOOD
-Mechanically this is a really unique take on the theme, one of the most unique entries
-Minimalistic graphics work well for this style of game
### IMPROVEMENTS
-As above, checkpoints
-Maybe even a rollback feature, I feel that the feeling of "oh, just fucked myself" is worth keeping and a small rollback feature might make this more interesting
-There were some cubes I noticed that had seams, only on some though
-Corridors were too long imho, shorten them, or speed the player up
Overall, one of the most unique games of the jam, worth playing, well done!
@Aurel300
I hadn't really considered how much of an issue slipping off platforms might be, but I do remember a number of times I encountered it myself in testing. I suppose a circle collider isn't the best thing in the world for platforming — I'll look in to making a little harder to slide off. Thanks for the feedback!
@Dink-Dunk
Thanks a bunch for the list, that's a lot of very useful information I hadn't considered!
Rollbacks aren't something I thought of, but I can think of a couple ways to pull them off without being too punishing, so I'll see what I can do there. As for the tile seams, there might have been a few sprites I goofed up the import settings on, so thanks for letting me know.
Lastly, as for the corridors, I have them as long as they are to make for better pacing, and while I suspect the length issue will be a lot less annoying when checkpoints are added (I'm not going to be putting them before long hallways, after all) I'm going to be very careful about how I manage them regardless, don't worry!
Firstly, thanks for playing!
Secondly, I will be looking at more effectively introducing the concept and utilizing it in the future, as the level design I had was mediocre at best given the deadlines and available time. I had to rush the level on the last day, so it's far from perfect, and I'll absolutely be revisiting it.
And finally, I actually finished that fade-in fade-out concept just last night, and it's in the post-compo right now! :tada:
I think this was already mentioned, but having some checkpoints would make it less frustrating when you're pretty far in and already know how to get this far. It was kind of fun to watch the area behind me get blocked off as I run, but suddenly it was pretty scary as I tried going in the other direction, since I had effectively just blocked myself in. And that was kind of a cool moment of discovery, realizing that my "power" was also my curse.
I couldn't quite tell how it decided which parts get blocked off, is it just whatever touches the circle, and then is no longer touching the circle? If so, it might be more precise if it were a square instead, so you could predict exactly which pieces would block off and use that to your advantage.
I'm eager to see how a more fleshed out version of this would look like!
interesting!
https://www.youtube.com/watch?v=DciCZPQtLy8