Keep Joe Alive by Sanguis

Joe just woke up and needs to get to.... work. He is sleepy and needs your HELP in order TO SURVIVE his infinite walk! Keep Joe away from danger on his path BY PRESSING EXACT KEYS at the RIGHT TIME. Be careful, a miss-click could be fatal for Joe!
In our game: Your reflexes will be tested. You need to press correct key in the right time You will face few obstacles on your road (cactuses, holes, banana peels, ect...)

We hope you'll have at least some fun. You can play the game in HTML5 version, however since you can get a score, we would recommend to download WIN/MAC version to your device, as those versions got access to online highscore, so you can compete with others.
Game has been created in GameMaker Studio 2 and the code (along with character sfx) was in hands of @sanguis Graphics was done in Aseprite and music in FL Studio both handled by @jin9310
It would be great if you'd find some spare time to rate our game and most importantly leave any feedback.
Ratings
| Overall | 946th | 3.6⭐ | 67🧑⚖️ |
| Fun | 1412th | 3.231⭐ | 67🧑⚖️ |
| Innovation | 1477th | 3.156⭐ | 66🧑⚖️ |
| Theme | 1197th | 3.677⭐ | 67🧑⚖️ |
| Graphics | 182th | 4.4⭐ | 67🧑⚖️ |
| Audio | 657th | 3.538⭐ | 67🧑⚖️ |
| Humor | 528th | 3.476⭐ | 65🧑⚖️ |
| Mood | 842th | 3.595⭐ | 65🧑⚖️ |
| Given | 71🗳️ | 97🗨️ |
Regarding the gameplay, at first I suspected that there was some correlation between the keys I was pressing and the actions I was taking, but I eventually decided that there was no correlation. It was a shame, since while I was under that illusion, I felt more connected to the character. I happen to be a touch-typist so the game was not difficult to play, but I know people who would struggle with the game because they wouldn't be able to find the keys on their keyboard fast enough. I think arrow keys and/or spacebar would have been a little more accessible, because more people can press those keys without looking. Finally, I would have liked it if the key indicator was closer to the object I was looking at. I stopped looking at Joe completely after a while and just looked at the top left corner of the screen. Ideally there could have been a correlation between the action taken and the key pressed, so the step of reading a letter from the screen could be eliminated entirely and the player could instead focus on taking actions directly.
Great job making a complete playable game!
special thanks to @turncoda for very thorough feedback. You are certainly right in many points. to be honest I don´t think we have thought that the keys would have a corelation to the objects, but not that you are saying that, it might be actually a good think to do. The reason why we did´t think of corelation is mainly the fact, we wanted to give player a challenge and not to memorize stuff by heart. So there is a certain rondom-ness to that (however only bound to few keys, not the whole keyboard). Really thank you for amazing feedback!
About the gameplay loop. In the beggining I thought that I was supposed to press the button on spot, like a guitar hero thing (so I tried to click it when the 4th bar appeared). Then I got it! I played it twice. One thing that this lacked is a little pacing. The pacing stays the same and this kinda takes away the player desire to try again and so. So, my suggestion is that, (it's a obvious thing but, I know, but...), it may get gradually intenser. How so? I really think about Wario Ware's speed up thing here. If you've played it, there's a time when the things speeds up with intenser music and so! How would it happen? When he get at, let's say 50m (or 100m? - it may not take long), he looks to the clock and he says "oh no! I may get late", and he starts waking faster. Then at 500m he looks the phone and has a message like: "Hey Joe, wasn't you coming earlier to see the project?". Then at 1500m the boss call you and say: "YOU ARE GONNA BE FIRED IF YOU GET LATE AGAIN, JOE". And things like that. It would be great that, let's say, at a certain moment he starts to run, and, in this way the obstacles may get wilder, like jumping on clifs and so on.
Also... About the thing a said earlier, there could be a separate meter system and a score system, so one may track the leveling as I said and the other the scoring. My idea to make it very enganging is to make it like as the guitar hero game I thought it was :P; how so? By making it has a system where you have to hit on time:
[ too earlier (sweetspot) too late ]
Yeah, I know it has many stuff that's like this. But the idea here is that the too late/too early would give the player less points, and the sweetspot would make it combo. So, in this combo system I made my final statement about the game: the music is a bit repetitive for a infinite game xD. But you already know that, and you had a timelimit and so on. I know. But I had to made this statement to give a suggestion on how to solve this problem. Why not that the combo system be united with the music? As you combo more and more, the music may get more complex, more enganging and more cool. With added instruments and so on, dinamically! So, initially there would be the base motif with its base, then, it adds a kind of percussion, then a second melody bellow, then a countermelody, then more drums, then some amazing violings, then some crazy arpeggios, and so on!
So it would really be a enganging and magical thing to try to combo more and more, cause everything conspirate to it be a funny thing. Beware though, it may addict the player xD. It would be really crazy good. I love those ideas, myself, specially as a composer. And also, each level up could feature a different music. Also, if the music and the game is so dynamic, the level system I mentioned, could be made more sparse, like, 500m apart, dunno.
Oh my. How much I typed. Sorry for that.
Same goes with the music, there are actually 11 different music loops, but those are only being switched randomly and not in lets say more ´dynamic´ way, which again we wanted, but had to do at least just a basic stuff.
I really love how you think about our game, and it is really awesome. I just hope that we will be wiser for the future and be able to learn from all of that and do better planning :)
Thank you once again!
The only issue i have is with the font that was hard to read for me (the fact that i didn't get the fullscreen to work on the web version didn't help for this). Maybe a more readable font and bigger size would be best for accessibility ?
From the moment I saw the splash screen with the super neat pixel "ludum dare" logo, I knew I was in for something special here.
Let's start with the positive feedback:
* Absolutely stunning visuals! Your pixel art style is just perfection.
* Quirkiness! The animations radiate so much attention to detail.
* Pleasant Music! Jam games often suffer from soundtracks that get terribly annoying after a minute. With the way you handle different variations of the theme, it never felt repetitive.
* Theme! You've hit the theme on spot and I really felt like it really was my duty to help Joe reach his workplace. Yet in the end, we often do not get what we strive for :(
Bugs I noticed:
* The textfield for the highscore screen didn't get unselected so when I reached the screen the next time, it was full of "asdsawsad".
* Opening the tutorial door, it weirdly shifted its position to the left.
* My absolutely 1337 score of >190 wasn't sent to the High score server correctly, it seems :(
Constructive criticism:
* The UI elements could give some more feedback to the user. Maybe have them flash once the corresponding button is pressed. This was particularly obvious for the "send score" button.
* After reaching a score of 40 to 50, you've seen everything at least once. If you keep playing for minutes after that, it would have been nice to break the repetition a bit.
* Twice when I had a decent score, I feel like Joe passing out wasn't actually my failure because I had pushed the right button. In the end this would boil down to what I said before: maybe give more precise feedback on player input.
* All in all, I think that the difficulty (i.e. the reaction time) was a bit too forgiving and it was rather simple to keep going for minutes.
* The character limit for high scores didn't let me use my full nickname
The verdict:
Keep making those beautiful games, please!
Wery smooth animations and easy gameplay! I like it!
And one small bug ☺.
If you keyboard can handle 6 key together, you just invulnerable 😁
On one of the playthroughs something weird happened and I was only asked to press S, no other keys... I did that for more than a minute.
As for gameplay, it felt like an infinite quick-time event. I'm not a fan of those in games, but that's fine. What I missed here was some kind of tension building and a difficulty curve. The time to press the key is long enough, and even though the events become a bit more frequent over time, it was still quite easy (and I found it harder to press the right key than anything). I think making the times shorter (by making the movement faster) would increase the tension without a lot of effort, and it would make the player feel like they have to work hard for their score.
I also missed some visual feedback for the pressed keys - some of them make Joe jump, but otherwise it feels like nothing is happening (e.g. when the birds drop the nest, it still looks like it falls on Joe's head). Adding some "animation" like dashing forward/backwards (i.e. just moving the sprite without any additional animation frames) would provide a nice visual feedback that Joe actually avoided the threat, and it wouldn't take a lot of effort to do. In a similar spirit, for some of the threats I didn't even see what I was supposed to avoid - making the objects/threats more visible would definitely help.
And last from my wish list - the music is really rhythmical. It would be really awesome if the events would be synchronized with the music, with additional score for precision. It doesn't have to be an outright rhythm/music game, but something like the fighting system in Karateka remaster.