Keep it alive by gogu

- Graphics is based on Pixel Adventure Assets
- Music was written while dreaming
- We have updated the Post-Jam Version(level 7 & level 8!)
| Youtube | https://gogusai.itch.io/keep-it-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-it-alive-41 |
Ratings
| Overall | 835th | 3.65⭐ | 22🧑⚖️ |
| Fun | 902th | 3.475⭐ | 22🧑⚖️ |
| Innovation | 1826th | 2.972⭐ | 20🧑⚖️ |
| Theme | 838th | 3.825⭐ | 22🧑⚖️ |
| Graphics | 1152th | 3.684⭐ | 21🧑⚖️ |
| Audio | 674th | 3.526⭐ | 21🧑⚖️ |
| Humor | 694th | 3.316⭐ | 21🧑⚖️ |
| Mood | 1320th | 3.342⭐ | 21🧑⚖️ |
| Given | 23🗳️ | 3🗨️ |
The idea of having the music tempo and player jump height depending on the heart rate was really cool, but wasn't really used much in the game.
Contorolling movement was sometimes frustrating (although I pressed space, I often run off platforms). It was worse, when you had to restart the level if you missed a jump...
Starting from the beggining when I died was strange especially as I could restart every level any time. It was not a big problem, as it was usually easy to pass levels for second (or more) time.
What concerns me the most is the graphics. Not that it wasn't cool, but I checked out the asset you referenced and it seems like your game doesn't only depend on it, but everything is from there. Have you added anything to it?
I did not adjust the controlling well, there are many mature solutions and trick I wanted to do. But the time limit is not allowed. My friend and I will do the time manage better for next.
Because of the same reason, I decided to use a non-commercial art asset. That made us have more time on level design.
And yes, I painted some little things such as the red/green trigger, plant and the animation of watering plant. I continued the uniform shape style and used the same color pattern.
You have noticed the weird of the game reset timing that was my immature design. Time is up but player not died, player win, game end. You would got the reason in the final level.
Ok, I had no time for much more crucial features for my own game, so I understand :) Hope my feedback wasn't too harsh, I tried to make constructive criticism, only my English is not perfect...
The bpm mechanic is really interesting, haven't ever seen anything quite like it before. The last level is the one that uses it well but it's also a bit fiddly as you had to wait until the exact moment to make the jump. I'm sure with a bit of tweaking this could be a pretty interesting core mechanic!
But good game!
Also, nice music and graphics. I made it to level 6, then I got stuck :)
Well done!