Wayside : A world awaits you by TheCodeFactory

About
Wayside is a modern puzzle platformer where you guide a robot through 25 beautiful landscapes.
Your robot loses power every time he jumps and you must make it to the end of each level without running out. Unlike nearly every other platformer, you don't use the arrow keys. Instead, you simply drag to aim and release to jump. Not only does this allow for greater mobility, it also makes the game playable on devices that support touch input.
Links
- Play it now : https://calebwin.github.io/wayside/
- Source code : https://github.com/calebwin/wayside


I'll be releasing this on Android soon and iOS a bit later so I would appreciate it if you could point out any bugs you might find. I'm not sure if the difficulty curve needs improvements. So if you have any thoughts or feedback, I would love to hear them! :D
The Game : https://calebwin.github.io/wayside/
Changelog
[7/30/17 PDT] Fixed issue with saving current level - I had done my integer-to-string conversion wrong :/
| HTML5 (web) | https://calebwin.github.io/wayside/ |
| Original URL | https://ldjam.com/events/ludum-dare/39/wayside-a-little-robots-journey-in-search-of-an-end |
Ratings
| Overall | 100th | 3.771⭐ | 203🧑⚖️ |
| Fun | 103th | 3.662⭐ | 203🧑⚖️ |
| Innovation | 265th | 3.235⭐ | 202🧑⚖️ |
| Theme | 280th | 3.59⭐ | 202🧑⚖️ |
| Graphics | 168th | 3.687⭐ | 203🧑⚖️ |
| Audio | 165th | 3.313⭐ | 197🧑⚖️ |
| Humor | 260th | 2.512⭐ | 164🧑⚖️ |
| Mood | 236th | 3.197⭐ | 195🧑⚖️ |
| Given | 75🗳️ | 19🗨️ |
Really enjoyed the game, remembers me a lot of super meat boy, although I prefer the controls this way with the mouse.
The art is simple but delivers a very good experience as well as the jumping physics.
I see no downsides here, I think the game is very good, and can't wait to play it in my mobile.
Don't forget to tell everyone here on Ludum Dare, when you deploy it to the mobile devices!
Congratulations!
one last edit: Utilizing the power bar as a restart button is also great ui management especially for mobile.
I did have a few issues with the game, however. The graphics for the goal are a bit unclear, both in what they're supposed to be, and what the hitbox is. I found there were times that I thought I wouldn't be able to beat the level where I ended up winning, and vice versa. The movement physics seemed a bit less precise than I'd want for something with instakill spikes. Finally, the bar for indicating the power isn't as apparent as it could be. I didn't notice it at all the first few levels.
Still, the concept is solid, it's a very pleasant game to look at, and it'd port wonderfully to mobile. A few tweaks and I'd love to give it another shot.
One of my favorite games so far.
Good work!
The only thing that kinda annoyed me was the relatively long time before you can move after respawning.
Also I think I cheesed a couple of levels (12 and 15 I belive).
The music got a bit repetetive after a while though.
Love it.
You got a ton of reviews already I see, but I wanted to give my two cents anyway ;)
First of all, the art style is very simple, but it works! Well done!
I have some regards to the controls however. First of all, I would scale the ratio between drag distance and jump height down a bit. I felt like I had to drag really far most of the times. Also, let the player drag from any point instead of just the player: Lets say the player is near the bottom right edge and I want to jump to the top left. if I can start my drag from any point, there won't be any issues. These two points would also save another issue: The screen resolution of the device you're running the game on can now determine how high and far you can jump. Furthermore, the arc of the jump feels a bit strange. Finally, if I run out of power after making a jump, I can't finish the level anymore? That felt a bit unintuitive.
I don't at all feel negative about the game though. It is simple, but that also means you have been able to execute it very well! The graphics and audio are good, and there's quite some content.
Well done!
It feels like the little robot has a parachute or something though - once you reach the apex of the jump it seems to lose a lot of its inertia and glides down slowly.
I also think that waiting for the robot to land after running out of power might be a good idea, in case you reach the goal after falling. At one point the robot just floated on the "fountain" for a few seconds because I had run out of energy just before hitting it, so I had to play the level again.
The music was neat at first...but it got kinda annoying fairly quickly.
But there is one problem is that the last charge is always lethal ! because i die when i shot the last charge even if i reach the end in my jump. (Maybe because you reset the party when it collide the floor + charge = 0 ?)
Fun little game, I love how many levels there are.
Great job, had fun playing it :)
Only thing that bothered me was that sometimes I died, but wasn't sure what was the reason. It would be great if there were some dying animation, it would give game, so sought after, juice.
The ideia is nice and fitting with the theme, makes it a nice puzzle kind of game.
NB: That sounded quite negative, but I actually really enjoyed it
Music has amazing potential, if only the loops were a little longer. Right now it gets annoying, even though they are cool, atmospheric tracks. Also, when changing loop, try to wait for the other track to finish, maybe even fade out/in simultaneously to make the transition smoother.
Gameplay wise I would've liked a clearer display of how many jumps I got. The bar doesn't really tell you much just by looking at it, you have to actually play the level to find out when your power runs out. Simply splitting that bar into parts, one for each jump would be enough. The other thing is that, when running out of power on the last jump, you don't count the level as completed which is, in my opinion, not the right way to handle that.
All in all, a very enjoyable entry.
1) Can I post a link to the post-LD game here in the comments or on the front page?
2) Would I be allowed to adjust things like - the ratio between mouse and the robot and the length of the jump - to adjust the game's difficulty?
To answer your questions, @thecodefactory, and someone correct me if I'm wrong - I don't think adjusting the difficulty like that would qualify as a bug fix for the LD version, but you can change whatever you want for the post-LD version and post a link wherever you'd like, so long as you clearly indicate which is the LD version of the game and which is post.
I see that are quite a few comments already, i didn't read them all but i try not to repeat anything.
-Add a ceiling of sorts or limit max velocity/jump distance, i reached stage 20+ by simply zooming out and dragging further to jump from the start to the end.
-The platforms you can jump through shouldn't have hitboxes at the side. Either remove the hitboxes at the sides or make it more obvious/intuitive that you can't.
-Momentum doesn't feel conserved at all while jumping. its like i move to the UI shoot interface last point and a little bit more then fall straight down.
-A mute button + more variation in SFX/music, while the music is nice, a mute button would be too.
-more variation between levels. the levels got really repetitive after a while. Add more elements! moving platforms, powerups for wall jumping, one way/one time use walls/floors are a few that could add spice to the levels
You can launch at a unlimited strength on the web version due to zooming out, maybe you could set a max 'draw' limit.
The music is very nice and fitting but it doesn't seem to loop perfectly
Also a button like R to restart instantly would be nice.
Good work!
And I just love procedural bushes placement
Good music change after levels 10, 15, 20. Good random placement of the little decor/weeds (would be nice they animate in/out when you spawn/die tho!).
Aaaaaand that's all I have time for. It was good! Nice entry! :thumbsup:

Please note : This is a POST-LD version. Don't even think of giving me a rating based on the Android version.
Also : I will be releasing the game to the Amazon Appstore for Kindle and Fire tablets. I will also be having it on the Apple App Store as soon as possible. :smile:
**I have renamed the game Outback.**
*hopefully to prevent confusion between the LD and the post-LD versions)*
**Go download it over here : https://play.google.com/store/apps/details?id=com.thecodefactory.outback**
I would've liked to listen to a music much slower and relaxing.
The controls weren't very predictable. so you won't be able to be the master in control. It was a little random.
And also, when we die, we spawn in the sky and have to wait until we reach the ground to be able to control. After some levels, It got a little annoying.
And overall was so fun and good. keep updating the game.
I had a lot of fun with this, but I'd much rather the power was just represented as a number of available jumps. Frequently it would look like I had one more jump available, and with that jump I'd reach the goal, but I'd lose on the basis of running out of power, which is evaluated before the win condition. I think it would be more elegant to see how many jumps I actually had, which also adds a bit of a strategic choice for the player. I'm also not a big fan of the physics on the character (in terms of the wind resistance/friction during a jump). It makes it a little harder to figure out where to land. A more consistent jumping arc may be more fun, but it's worth a try anyway.
In terms of other small things: I like the graphical style a lot, but the audio looping is a bit jumpy, and the music loop itself is a bit too short. Anyway, those are small polish fixes anyway.
Nice work!
If you want to check out our game, here is a link: https://ldjam.com/events/ludum-dare/39/blackout-4
I must say that it was funny for me that you describe that the game has "beautiful landscapes" xD Either way I like the art! It is simple and easy to understand.
Good job :)