KeepAlive by DrEvilBrain

~~The TIC-80 page's HTML player has a known issue where the music does not play and some sound effects are distorted. For that reason, I recommend playing on the standalone executable or TIC-80 cartridge found on the itch.io page.~~ This issue has since been fixed. I recommend playing on the HTML builds on either itch.io or TIC-80's website
STORY
The year is 1998. As the sole system administrator to Big Company Inc., protect your web servers from the onslaught of user traffic. Pick up packets and avoid malware. If you drop 5 packets, all connections to your server will end immediately. Keep the connection alive as long as you can!
CONTROLS
- Arrow Keys: Movement
- Z: Start/Restart
CREDITS
- George Stone for composing CANYON.MID ("Trip Through the Grand Canyon") which I covered for the music
HIGHSCORES
Try to beat the dev score!

Ratings
| Overall | 271th | 3.707⭐ | 31🧑⚖️ |
| Fun | 165th | 3.776⭐ | 31🧑⚖️ |
| Innovation | 478th | 3.357⭐ | 30🧑⚖️ |
| Theme | 460th | 3.741⭐ | 31🧑⚖️ |
| Graphics | 377th | 3.65⭐ | 32🧑⚖️ |
| Audio | 373th | 3.286⭐ | 30🧑⚖️ |
| Humor | 248th | 3.348⭐ | 25🧑⚖️ |
| Given | 44🗳️ | 37🗨️ |

48 is my best for now, but I want to try more. I like this game.
Greato Jobu! :smile:
Fun: Good! One of those games where I find myself thinking "Well, I think I've seen everything but I might just have _one_ more turn before I write my review". Many turns later, I managed to crack 100 packets. It's simple gameplay but the random element and the ease of starting again keeps the player coming back.
Innovation: Yes. I guess it conjures up memories of old arcade games, but definitely not a copy. (After writing this I see that you mentioned Tapper in a comment - that's exactly what I was thinking of.)
Theme: Yes
Graphics: Simple but they do the job and are nice and consistent.
Audio: I find the audio kind of grating. I think it's a TIC-80 thing.
Humor: Pretty funny concept, and yes I realise that the game name is an actual networking term, nerd :).
I liked that the amount of packege dropped is a percentage of the packets received... It's not a problem losing some packages :wink:
I had some difficult to get use to moving from the first to the last line, but then I got the rithm!
Nice concept! Congrats!
Reminded me the DOS games I played in my childhood.
Very polished game.
The only thing it was hard to figure out the moment to jump, sometimes it looks like I will not hit the malware but I was. I would say controls are too responsive.
or you can download cartridge (in page from link just above game) and run it through tic-80 itself: https://github.com/nesbox/tic.computer/releases/download/v0.70.6/tic80_0.70.6.zip
also tic-80 has other architectures builds: android, for example.
Good job! :slight_smile:

I didn't get the theme implementation, but I always appreciate a fun game ;)
Here's a few critical things for it:
* This is one of the games that you shouldn't have hold to move. This has lead to frustrating movement where you go to one lane and accidentally hit malware through simply holding.
* Being not bound and looping back up or down is a good thing though! I really like it~
* You conveyed information wrong here for "Packets Dropped". I know the 2nd number there is the malware you've avoided. But, to any other person without getting any context this means that I've dropped "0 out of 50".
* It conveys that "oh hey I can avoid more than 5 packets now, neat!"
* Other than for bragging rights, that 2nd number doesn't have to be there at all. It's better to show a "0 out of 5" than the number of malware packets you've avoided, this is to make sure that it says you can only drop 5 packets.
* I could say it's a TIC-80 thing but that high-pitch repeating part of the music diminishes the experience. It's the part that some people find grating. Could've been a more subtle thing but it's pretty much blaring despite even as a cover.
Other than that, all of the other parts of the game is well made and considered and difficulty scales proper. I got to 96 and I think it's a good enough length to give proper feedback. Great work~ You did well!
* I wanted holding to move because its far less straining to move quickly by holding. This was partially inspired by the Delayed Auto Shift and Auto Repeat Rate mechanics in Tetris (https://harddrop.com/wiki/DAS). This allows you to quickly and precisely move a certain amount of lanes/columns over in a consistent manner. In retrospect, I wish I spent the time on adding configurable DAS and ARR instead of polishing other things that weren't all too important. I configured the DAS and ARR settings to be comfortable for me, but it's not going to be comfortable for everyone, allowing you to overshoot or undershoot depending on what you prefer.
* I'm not really sure why I never mentioned the packets dropped counter in the tutorial. To be honest, I only put the malware there because I thought it would be easy enough to figure it out after a run or two, and it's another way to calculate some kind of score since I don't really have a score in this game. The UI was supposed to be like a firewall log file that just shows your stats for post-game rather than a UI you would actually look at in-game.
* A lot of TIC-80 games have it far worse in that department. I think a lot of it comes down to how you create SFX samples in it for use in the tracker. It probably also sounds a bit blaring because it's a really high pitched chord across 4 channels, but I found that removing the highest pitched channels made it sound too unlike CANYON.MID.
For the first two games I didn't realise I could move sideways, it seemed clear to me that I am bound to the rails. Looking at the LD page now (I got to the game via itch), I see there is a gif of the game with the player in the middle of the rail, so I guess it's my bad. But, the left/right movement is not very useful when the game speeds up, since I can't catch up to packets! The left/right movement speed should scale with the game speed.