Particle Accelerator by Koolruz
You're a particle stuck in a free-floating loop of space! Use your momentum to sling yourself around a series of single-screen micro-platforming levels, but be quick about it - You only have ten seconds to clear each screen before you decay!



The theme "Stuck in a Loop" inspired the idea of locking the player a rotating loop of terrain for each level.
| Youtube | https://ild-games-llc.itch.io/particle-accelerator |
| Original URL | https://ldjam.com/events/ludum-dare/47/particle-accelerator |
Ratings
| Overall | 513th | 3.695⭐ | 43🧑⚖️ |
| Fun | 411th | 3.671⭐ | 43🧑⚖️ |
| Innovation | 546th | 3.561⭐ | 43🧑⚖️ |
| Theme | 932th | 3.512⭐ | 43🧑⚖️ |
| Graphics | 1056th | 3.28⭐ | 43🧑⚖️ |
| Audio | 892th | 2.949⭐ | 41🧑⚖️ |
| Humor | 1151th | 2.114⭐ | 37🧑⚖️ |
| Mood | 1266th | 2.908⭐ | 40🧑⚖️ |
| Given | 20🗳️ | 25🗨️ |
The difficulty pacing is overall very good (though I have to admit I found Bowtie more challenging than anything that came after it).
Between "how do I solve this level?" and "executing the solution" I found the levels tended more towards the latter. There are definitely a few levels like "Why are you sideways?" which go the other way though. Having some variety like this scattered through the levels is nice.
The "door unlock" sound seems a bit harsh but the others work well.
Is there a level restart button? If so I couldn't find it.
It took me a while to get used to controls and to the momentum mechanics, and even now that I have finished the game I don't completely understand it. I mostly just smashed keys randomly until it started to work. :grin:
Seeing that you are going for a retro feel, I could suggest to add some cool post-processing effects like bloom and CRT effect. It will look awesome with your game!

It would be nice to have a restart button for when I know I'm not going to make it, instead of having to sit around waiting for time to run out.
And I would really love to sit and look at the level first before the timer starts ticking down. Usually my first run was almost a guaranteed death because I'd use it to observe the level and then kill myself.
i miss a reset button,
failed a lot of times in the firsts levels
@tomodachi @quak The difficulty scaling was tricky - I tried to put the levels in a mostly-increasing order of difficulty, but I also wanted to make sure that the player could get a chance to catch their breath and wouldn't get burned out, so I tried to vary the types of challenges that would get thrown at the player. For example, if one level had a particularly tight timer, the next level would be more forgiving in terms of time, but perhaps have more hazards that could kill the player. This also means that the difficulty isn't exactly linear, because some types of challenges are more difficult to certain players than others. On the whole, I wasn't concerned with making sure that each level was more difficult than the last, but instead I wanted to make sure that the game delivered a generally-increasing level of difficulty, and plenty of variety so that it was never too frustrating.
@quinn-patrick @grenk If I had an extra 5 minutes, I would have beveled the corners on the bowtie. As I was doing an end-to-end test of my build before uploading it, I realized that Bowties Are Cool was harder than I had originally thought, but it was too late to make any changes at that point, because the jam was over, and I was in the upload hour. As for the theme, my original idea was to make every level a very literal loop (like Small Hadron Collider), but as I kept building levels out, I discovered this approach didn't lead to super fun levels. Ultimately, I tried to capture the spirit of the prompt more loosely by having the player generally making a loop around each level to pass through all of the gates, and also by keeping each level self-contained within a physical loop of geometry. It felt better to err on the side of fun gameplay, even if it meant that the throughline to the theme was less strong.
@blumber I went back and forth on whether I thought it was more fun to watch the ball roll around the level after you touched the door, or if it ought to disappear through the door. The ragdoll-esque nature of watching the ball tumble around won me over, but I totally understand the other point of view. :)
@aquanim @game-endeavor I kept thinking to myself, "I need to remember to put a reset button in before I make the final build", and then it just slipped through the cracks. :( After the jam I'll be going back and adding this in - I actually have the build ready now, but it feels like it's against the spirit of the jam to make this change before judging is done.
Thanks again to everyone for playing, and I'm glad that you had fun!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/767511277?t=5h44m53s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin