Working Title by NoahRo
Requires Vulkan support to run!
See below for more details...

Description
Experience a work in progress.
Play through the development process of a 2D platformer game,
and watch your environment transform as you progress...
The further you get, the more features are added, including
menacing enemies, destructive spikes, and adaptive music.
Controls
| Action | Keyboard |
| :----- | :-------------- |
| Move | W,S,A,D |
| Jump | Space / K |
Downloads
Download the build for your platform from itch.io.
Supported platforms: Windows and Linux.
Requires Vulkan support to run!
If the game doesn't run, it's likely that you're missing Vulkan API support.
Unless you're using a very old graphics card,
updating your graphics drivers should fix the issue.
If you're on Linux, you may need to install an appropriate
Vulkan driver package for your graphics card.
For Intel graphics on Arch Linux (or arch-based distros),
the package [vulkan-intel] did the trick for me.
Sorry about this inconvenience, I'm not sure how to circumvent this.
Change-Log
| Version | Download | Notes |
| :-----: | :------: | :---- |
| 1.0.0 | Windows Linux | Initial Ludum Dare jam release. Has some major bugs, which prevent the game from being completed: When dying and respawning at a checkpoint, after getting the high-jump feature you lose your high-jump, which prevents the game from being completed (unless you beat it without dying). The order in which the music tracks are played are messed-up; you won't experience the intended flow of the music in this build. |
| 1.0.1 | Windows Linux | Partially fixes the music playing-order bug from v1.0.0 (still has some bugs). Was released about 20 minutes after the deadline. |
| 1.0.2 | Windows Linux | Properly fixes the music playing-order bug. Fixes the bug where player's high-jump is taken away after respawning, making the game beatable. Adds frame rate counter system, which prints FPS to the console. Adds the WorkingTitle.desktop file for Linux file manager GUIs. Some minor, meta stuff. Was released about 5 hours after the deadline. |
Tools Used
- [Rust], programming language
- [Amethyst], engine
- [Deathframe], framework
- [Vim], code editor
- [GitHub], git repository hosting
- [Gimp], tile/background graphics
- [Aseprite], sprite graphics
- FL Studio, music
- [Tiled], level design
- [Travis-CI], Windows/Linux executable building
| Youtube | https://github.com/Noah2610/LD45 |
| Youtube | https://noahro.itch.io/working-title |
| Youtube | https://noahro.itch.io/working-title |
| Original URL | https://ldjam.com/events/ludum-dare/45/working-title |
Ratings
| Overall | 572th | 3.438⭐ | 34🧑⚖️ |
| Fun | 691th | 3.113⭐ | 33🧑⚖️ |
| Innovation | 483th | 3.274⭐ | 33🧑⚖️ |
| Theme | 270th | 3.726⭐ | 33🧑⚖️ |
| Graphics | 667th | 3.344⭐ | 34🧑⚖️ |
| Audio | 187th | 3.707⭐ | 31🧑⚖️ |
| Humor | 710th | 2.393⭐ | 30🧑⚖️ |
| Mood | 610th | 3.283⭐ | 32🧑⚖️ |
| Given | 36🗳️ | 20🗨️ |
Also, were there any error messages?
We didn't play-test the game enough, the later sections of the level are a bit janky and don't quite work as designed.
We're planning on releasing a small post-jam version with a more polished level, etc. soon.
when I try to boot the game I just get a cmd screen for a split second and then nothing.
This is very annoying, I'm not sure what I can do about this.
\+ Great music
\- Incredibly frustrating:
- wall jumps are very tricky
- enemy and player spawn locations mean you can spawn into death quickly
- very precise platforming
Overall decent game!
However, you're hurt by your controls, is very frustrating to move the character, the jumps are very weird and the wall jumps are just too hard. So it becomes quite difficult very fast.
However, it was a great entry for the jam. Good job!!!
Also, can you indicate which version is post-compo better on itch? The post-compo is listed first and doesn't specify what it is.
The movement hasn't been tweaked enough, it definitely doesn't feel right.
Yeah, the checkpoint system is pretty stupid simple; where you touch the checkpoint's hitbox is where you'll respawn, which can leave the player in a tough respawn location.
@sebastian-m
I didn't put enough time into properly tweaking the movement, so it doesn't quite feel right. For the next jam, I'll try to make the controls feel right as soon as I implement them!
The difficulty-spike was also not that intentional, we didn't play-test the game enough during development.
@jamioflan
A visual indicator to where a checkpoint is and where you get certain features (like the jump) would have been great! We planned to do something like that, but just ran out of time in the end.
I don't really consider the version 1.0.2 a post-jam version, because it only fixes two major bugs. It didn't feel right to add "post-jam" to the filename (also because we will likely be releasing a proper post-jam version soon-ish).
The 1.0.2 version is intentionally listed first, because we do want people to play that version so they can listen to the full soundtrack and also beat the game :P
I understand where you're coming from though. I added the change-log to the itch.io page, hope that's good enough of a fix :)
Thanks for all the great feedback! We're taking it into account for the post-jam version! :)
I was a little confused as to which mechanics were added and when. Movement in general is very slippery and doesn't give the player much information - or at least, *consistent* information. For me, the rules of the game changed so often that it was hard for me to reliably or confidently make some of those tough jumps in the later sections because I wasn't used to that part of the game with, say, reduced gravity.
Secondly after dying about 50 times at that section, I spawned inside of the right wall, couldn't move, had to quit the game :(
Like I said tho, really liked it. Very precise platforming, though difficult and a bit floaty. Loved your use of the theme, and the art gets really good!
Almost didn't mind how diffiucult later parts get once I realised the music slaps!
I also like the music system :)
Yeah, we wanted to add some indicators for when certain features were added (jump, gravity changes), but couldn't do it in time.
@asimov
The controls and especially the wall jump weren't properly tweaked, it's kinda janky.
Sorry you couldn't play it, if we release a post-jam version, the controls will be improved.
@jam373
We didn't playtest the level enough, the later sections don't really work as intended.
Oh wow, you can totally get stuck in the wall there! Thanks for mentioning that! The checkpoint system definitely has some problems.
Thanks for the comments!
Oh, sorry about the graphics issues causing you a headache :(
May I ask what OS and graphics card you are using? Maybe updating your graphics drivers would fix this, otherwise I'm not sure why you had this issue.