Contraband by AdamCYounis
You awaken in a prison cell, nameless and without memory. You have nothing. All you know is that you must be free. Enlist the help of inmates to gather contraband items and make your escape.
Enjoy a shape-shifting experience, packed with energy and precision, fun genre twists and quirky characters.
But seriously, I made this in 48 hours. I'm very proud of it. Have fun :)
Controls: - Z = Jump
X = Attack
Arrow Keys = Move
Bug Fixes: 7 Oct: - Fixed a bug that caused the player to not take damage from lasers; - Fixed a bug that caused the player to catch on invisible seams on walls, preventing wall slide; - Fixed a bug that enabled double-jumping in certain scenarios; - Fixed a bug that caused enemies to attack the player when in a cutscene; - Fixed a bug that caused the player to die of hunger when in a cutscene; - Fixed numerous bugs that would cause the player controller to become unresponsive to input (soft lock);
8 Oct: - Fixed a bug that caused players to cling to the opposite side of certain walls, somewhat ironically trapping them in the other prison cells (soft lock);

| Youtube | https://uppon-hill.itch.io/contraband |
| Youtube | https://uppon-hill.itch.io/contraband |
| Original URL | https://ldjam.com/events/ludum-dare/45/contraband |
Ratings
| Overall | 141th | 3.633⭐ | 66🧑⚖️ |
| Fun | 236th | 3.246⭐ | 67🧑⚖️ |
| Innovation | 319th | 3.039⭐ | 66🧑⚖️ |
| Theme | 196th | 3.554⭐ | 67🧑⚖️ |
| Graphics | 52th | 4.023⭐ | 67🧑⚖️ |
| Audio | 110th | 3.5⭐ | 64🧑⚖️ |
| Humor | 197th | 2.741⭐ | 58🧑⚖️ |
| Mood | 143th | 3.476⭐ | 64🧑⚖️ |
| Given | 50🗳️ | 68🗨️ |
* platforming sections need some work, the air speed control, and how the wall jumps work, make for a very frustrating platforming
* audio works
* story elements are interesting.
I also felt like the jumping felt a bit off, and the portion of the level right after getting the hunger mechanic was insanely frustrating (especially since it had that part with the two upwards corridors, one of which is a dead end which felt pretty unfair to me).
But these things don't *ruin* the game. It was still pretty fun!
Great job!

Come on lets have a beer!

Other than that great submission!
congrats on a solid entry!
About the gameplay, it's a nice plataform game. The wall grab mechanic was a little wanky, and the hunger-meter was the only think I didn't enjoy (Maybe it was too fast, I don't know).
Good job! And please, be nice to rabbits! 🐇
The hitbox shifts slightly when turning around so in the green section with the series of short lasers to jump over I would jump over but be really close to the laser but I'd be okay but then I would turn around to adjust my position and I'd die because the hitbox shifts into the laser and then since knockback only hits you backwards compared to the player's facing direction and not away from the source of the hit, I would get stun locked and die.
After I got the prompt to return the things I'm not sure if it's intended but I was able to return the gloves 3rd and then was unable to complete the game because I could no longer wall jump up to return the other items.
It also has some hidden depth to it, like "how did I get here - what is this place?" and such. GJ!
I think air momentum was a bit too much and like @snowdrama, I couldn't complete the game after returning the gloves :/
Minor nitpicks:
- I too found the laser-bunny-hunger section a bit too difficult/punishing.
- The first part that was a bit frustrating was the jump with a horizontal laser on the bottom and a vertical laser at the end of the jump. The fact that hitting the vertical laser causes a guaranteed slow and painful death on the horizontal laser is quite punishing lol. My initial intuition for platforming is to hold back when my character is going too far forward in the air to reduce forward momentum. In this game, however, it would cause you to go in the opposite other direction (towards your doom on the horizontal laser). Took me awhile to figure out the proper way to get through it is to jump and release the forward key (instead of holding back). I'd prefer the backwards momentum to not be so drastic. (These movement physics remind me of the way Hollow Knight moves, but I think that lower horizontal air velocity/acceleration works better when precision platforming is required).
- Didn't really understand the proper way to get passed the laser in the wall jump section. Just grinded it out until I got lucky with the timing. Took me a lot of tries lol.
- I thought the drone AI was a bit interesting. It wouldn't attack for a very long time, and when it did, it was instantaneous. I'd rather it attack sooner, but have a windup animation indicating that it was attacking.
Overall, fantastic game! I'm glad I got through it and got to see the ending!
Amazing game, really fun, nice flow of animations, movement speed, level design, bgm, sfx. Everything just fits together perfectly. Awesome work!
Really cool that the game changed axes like that, top-down to platformer, really cool!
I like how it keeps giving you mechanics to work with.
That cell guy was so creepy XD
Sadly I had to give up mid way, the game is too "tight", jumps need to be correct with little room for error, and once the hunger came in you also had to do everything on a very tight time, once the hunger ticks it makes you bounce so basically you're dead the moment the first hunger ticks.
The same is with the HP bar, once you hit a laser you just bounce off to another laser until you die and you can't really do anything to escape..
I did love the NPCs and their dialogue, you can see this is very well made, and also pleasing to the eye, good job!
But again your game looks great (sounds and music are also cool), I wish you will improve it and post a postjam version :)
The movement itself is quite polished however and feels satisfying to move around with.
I tried to complete this part 40 times and gave up I was very angry

And pls don't kill bunnies they are so cute ((
Anyway cool concept! =)
The general method of unlocking things as you go along is really interesting, and traversing through the maze-like level is pretty cool. The graphics is beautiful, of course, and the audio, while could use more variety, is enough to set the mood. Writing was minimal enough to give enough character, but not to a point where it was annoying. And the ghost platforming is highly appreciated.
That said, boy, I often felt the level design and gating really needed some work. It is incredibly easy to soft-lock the game. I was able to identify at least 2 parts:
1. The early section if you miss the boots entirely and just don the jacket, the rest of the level becomes impossible to traverse.
2. When powers are removed, if one bothers to platform all the way to the wall-grabbing character, they lose the wall-grabbing power, and the rest of the level becomes impossible to traverse.
I've encountered numerous cases where the knock-back caused my character to bounce between 2 lasers very rapidly until death, which also given the game's lack of checkpoint placement towards the end of the level, created some very frustrating experience. While I think the game concepts are nice, both the lack of ability to restart the game or at least, reverse some decisions, as well as flawed level progression, made it difficult to appreciate the rest of the game's polish.
And, yeah, I, too, think wall grabbing controls needs some work.
Overall I really enjoyed it very solid entry