Mollie by DecadeDecaf
Mollie is a platformer where jumping separates you from your skateboard.

All design, code, art, music, and sound was made within 48 hours for the Ludum Dare 46.
Tools used:
- GameMaker Studio 2 Desktop (engine and IDE)
- FireAlpaca SE (art)
- Spine (animation)
- FL Studio (music)
- Audacity (sfx)
- GitHub (source control)
There are 20 levels.
| Youtube | https://decadedecaf.itch.io/mollie |
| Youtube | https://github.com/DecadeDecaf/Mollie |
| Original URL | https://ldjam.com/events/ludum-dare/46/mollie |
Ratings
| Overall | 24th | 4.167⭐ | 26🧑⚖️ |
| Fun | 1th | 4.521⭐ | 26🧑⚖️ |
| Innovation | 8th | 4.354⭐ | 26🧑⚖️ |
| Theme | 880th | 3.174⭐ | 25🧑⚖️ |
| Graphics | 557th | 3.396⭐ | 26🧑⚖️ |
| Audio | 154th | 3.69⭐ | 23🧑⚖️ |
| Humor | 520th | 2.738⭐ | 23🧑⚖️ |
| Mood | 334th | 3.452⭐ | 23🧑⚖️ |
| Given | 51🗳️ | 4🗨️ |
I made it to level 12 before getting stuck, but my favorite levels were 6 and 8. Like a good puzzle/platformer, it really has that sense of discovery of "oh, I can do that?".
The skateboarding has just the right feeling of tactileness to it (both gameplay-wise and audibly), and I think your BGM is a jam. Great job!

https://www.twitch.tv/videos/598154613
You can really be proud of you!
Presentation wise it's a shame the backgrounds are grey and a bit boring to look at. That and the Banner just saying the name almost meant I didn't try the game.
The skateboard sound works really well but the music got a bit repetitive quickly.
The "Speed" level could also use some better visual feedback that your movement is changed. Rather than the arrows I'd make the ground different like conveour belts
Sorry to hear that @ofirma85. Were you able to jump onto the ground to restart, or were you actually stuck? Either way, that stinks.
To add onto that, a restart button like @veesus-mikel-heir suggested would've been crucial. Not just to avoid getting stuck, but to speed up the process if someone wanted to start over as soon as possible.
@brandann I will admit that my interpretation of the theme may have been a bit of a stretch. When I originally designed the game, I imagined a lot more of the levels to be about keeping the skateboard's position, momentum, and state "alive," but once I got down to making the levels, the game turned out to be a lot more precision-based than momentum-based.
@jake-marks I love that image.
@rextgun I did notice a few people getting their board stuck a few inches into the ground, but I hadn't actually seen anything else. Could you elaborate on the types of bugs you noticed?
@parahunter There actually is a timer (at the bottom), but the ability to replay levels is an awesome idea. The graffiti was a last-day addition to try to spice up the backgrounds. I tried patterns, lighting, and other unique ways to make it less bland, but I settled on some fun, randomly-generated images. Maybe it would've been a better idea to make the backgrounds/graffiti have depth so they actually looked like they were in the back. Also, I probably should've drawn the logo instead of photo-edited one, that would've given the game a lot more style. The song is a 2:50 loop, but for a game that takes most people over 15 minutes on their first go, it may have been worth adding a few more sections. Making the movement tiles animated (or something) definitely would've made them easier to understand, I agree. As with everyone else, thank you for the feedback!
Wow, this comment aged really well. Thank you so much @peringo and @sn4pi! Extremely happy with my results.

Commenting just because I found a bug: On level 15, keep jumping since the beginning and you'll fly. That also happens, for exemple, on level 13 or at the end of level 8.