Flameline by HolyBlackCat

A metroidvania... IN TIME!
Contols: (explained in game too)
- Option 1: Arrows - move, C - jump, X - ability 1, Z - ability 2.
- Option 2: WASD - move, J - jump, K - ability 1, L - ability 2.
- M - mute music.
How to do stuff: (SPOILER ALERT)
Double-jump - First, jump. Then hold Z/L to return back to the position before the jump, then jump again at the same time. You need to line it up to touch the ghost at the highest point of the jump. At that moment, press jump again.
Dash - Shoot once, then hold Z/L to return back to the moment before the shot. Then step forward to make sure the shot hits you.
Changelog:
v1.1 - Patched out infinite doublejumps, which were too easy to execute.
Made in C++ & OpenGL, in a custom engine.
Linux builds are experimental. You need Ubuntu 20.04 or never, or something equivalent.
| Windows | https://holyblackcat.itch.io/flameline |
| Linux (experimental) | https://holyblackcat.itch.io/flameline |
| Source | https://github.com/HolyBlackCat/LD50-flameline |
| Web (experimental) | https://holyblackcat.itch.io/flameline |
| Original URL | https://ldjam.com/events/ludum-dare/50/flameline |
Ratings
| Overall | 9th | 4.288⭐ | 28🧑⚖️ |
| Fun | 15th | 4.173⭐ | 28🧑⚖️ |
| Innovation | 20th | 4.231⭐ | 28🧑⚖️ |
| Theme | 77th | 4.115⭐ | 28🧑⚖️ |
| Graphics | 21th | 4.442⭐ | 28🧑⚖️ |
| Audio | 57th | 3.904⭐ | 28🧑⚖️ |
| Humor | 440th | 2.136⭐ | 24🧑⚖️ |
| Mood | 21th | 4.192⭐ | 28🧑⚖️ |
| Given | 18🗳️ | 28🗨️ |
That was amazing.
I love the timeshift ability, and how the later abilities tie into it. It's great for platformers as they aren't as punishing anymore.
Only thing I didn't like about the timeshift was the ability to use it for infinite jumps (Press L for a really short duration, then spam jump, repeat)
This is a great job and a lovely short metroidvania.
It didn't occur to me that doublejumps were so easy to do :face_palm: I'll at least patch out infinite jumps.
I have to ask... Does this project use a custom engine?
Found locations of all 6 secrets but only picked up 4/6, missed the last one by double jumping after rewinding to boost, and noticed one after i was in the final pit and couldn't be asked to go through the whole climb up again.
And it's a compo game. Very impressive. Doesn't really fit the theme but idc, i love it.
First of all, the main mechanic is quite cool --- probably the most innovative I've seen so far this jam. The level design was quite good for exploring the mechanics gradually. The time reversal with the rising lava was a great interpretation of the theme.
The graphics are also quite good. The platforms and hazards have high contrast against the background but the color scheme is cohesive. I will say that at first I found myself accidentally touching spikes without realizing they were bad --- some sort of additional contrast, from color or shape, could have been an improvement here, since most of your regular floor and ceiling tiles also have bright orange in sharp shapes. After playing for a while my brain adjusted though.
It did feel like I lagged a bit when finishing a rewind, and I'm not entirely sure whether it was a performance issue with generating the ghost or if the slowness was deliberate. If the latter, I think it could be reduced, since it got a little tiring if I'm trying repeatedly to do the same trick (speaking of which, I think the hit box for the double jump could be just a little more forgiving).
The death animation and consequent rewinding animation, especially the first time it happened, was a real "oh wow" moment. Well done on the presentation there. The fade to white on game end was also very pleasant, especially with how it contrasted to the dark and orange colors throughout.
Great work on this, and very impressive for 48 hours.
Agree about the spikes, should've used a different color.
The lag after rewind is intentional. Otherwise resuming time at full speed (after it gradually slows down to 0 after you release the button) felt disorienting, since you can't tell when exactly it'll happen. I guess it wouldn't be an issue if time resumed immediately after releasing Z (without the gradual slowdown; but then it's harder to precisely select the time), or if I added a separate hotkey to resume time.
Great work!
Stuff I liked:
* The main mechanic of time rewinding is super impressive and especially so coupled with the double j ump. Jon Blow style :)
* The art style is neat and consistent. As someone who made a game about fire, I really like this haha :)
* The world is neatly put together with lots of exploring.
Stuff I struggled with:
* It took a good amount of time to really get the hang of the double jump
* The platforming is a bit brutal at times, jumping into spikes repeatedly. No biggie.
Technical feedback:
* The camera being centered on the player gets a bit disorienting in full screen. I think implementing camera drag margins with a smoothing camera would give you a nicer result.
Congrats on a really cool entry!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1450143040?t=9h42m39s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Congrats on the second place to you too @jeremy-ryan :thumbsup:
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