Wi-Fix It by LDJam user 79971

The Game
Wi-Fix it is a puzzle platformer game in which a quirky email has to find its way to deliver their message. But to do so, they'll face one teeny tiny problem: all the routers are broken and without them the email can't move as freely to their destination. Collect the wifi cables to fix the router signals and deliver their message successfully!

How to Play
Move your character with WASD and use your jump, double jump and dash to move through platforms and interact with cables to fix the wi-fi signals. Don't forget that your abilities may become unavailable as you move away from the signal!
Keyboard: * Move: WASD or ←↑↓→ * Jump: Spacebar * Double Jump: Press Spacebar two times * Dash: Shift * Interact: E

The Team
💻 Programmers
🎮 Game Designer
🎵 Composer and Sound Designer
🎨 Artists
- Hugo Martino
- Thiago Garulo
- Thomaspixelart
Change Log
- Saw Collider Adjusted to be Smaller
- Audio Crackling Fixed
- Asset Layering Fixed
We are Party Goblins!
Screenshots



Have Fun!

| Link | https://drive.google.com/file/d/1rHmOBetflRETmmRrf_Wnwzdp_bJZ1P4y/view?usp=sharing |
| Link | https://daniserranu.itch.io/wi-fix-it |
| Original URL | https://ldjam.com/events/ludum-dare/59/wi-fix-it |
Ratings
| Overall | 12th | 4.366⭐ | 73🧑⚖️ |
| Fun | 43th | 4.125⭐ | 74🧑⚖️ |
| Innovation | 330th | 3.528⭐ | 73🧑⚖️ |
| Theme | 195th | 4.116⭐ | 75🧑⚖️ |
| Graphics | 20th | 4.662⭐ | 76🧑⚖️ |
| Audio | 16th | 4.387⭐ | 73🧑⚖️ |
| Humor | 119th | 3.795⭐ | 68🧑⚖️ |
| Mood | 75th | 4.257⭐ | 70🧑⚖️ |
| Given | 47🗳️ | 87🗨️ |
https://www.instagram.com/partygoblinsgames
I did get a little frustrated more than once in one level, where I initially tried to pass between two saws, then realized I could go underneath, and then died after passing because I forgot to connect the signal. But it was fun. The game design is top-notch, although I can't underestimate the gorgeous visuals and sound.
And also, thanks to the programmers for the complete lack of bugs (in my run) :3
You've made a fantastic game, and I'm looking forward to finishing it, because I tapped after the level where you have to find the right timing between a saw and an expanding platform.
:3
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Uh oh!
If you're seeing this error, it means I can't find your index.html file.
This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
See the embedding guide for more details. ludumdare.com/resources/guides/embedding/
404 Not Found
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I'm facing the same problem. to solve it, you need to create an archive for uploading to ludum in a different way.
MyGame.zip
└── MyGame/
├── index.html ❌
├── Build/
└── TemplateData/
MyGame.zip
├── index.html ✅
├── Build/
└── TemplateData/
Supposidely now it should work. I've changed the pathing and folders, but right now for me it doesn't show the error message anymore, but it also doesn't load the game, stuck in a white screen. Do you know how to fix that as well?
I thought it could be only temporary while it load the zip, but I'm not sure
Anyway in itch is great. I went to play <3
I especially like the double jump animation!
I especially liked the idea with the signal affecting your abilities, it adds a nice twist to the platforming.
Taking away the double jump is kinda cruel though 😄 I kept wanting to use it all the time, and then suddenly realizing I left the signal zone and had to readjust.
Overall really enjoyable and well made, nice work!
The edges of the platforms feel a bit slippery—I'm guessing this is due to the use of capsule colliders? It added a bit of difficulty to the platforming, but overall, the game feel is absolutely fantastic.
I love that the availability of the double jump and dash is indicated by the minimized window at the bottom—such a stylish design choice! The idea that different signal strength zones affect their recharge state is also super cool. I imagine that must have added a lot of complexity to the level design, but you guys nailed it.
Knowing that this was completely made in just 72 hours blows my mind. You are an incredible team! Thank you for making this game. Great job!
It might be possible, however, that I need to git gud
My only criticism is that some of the later levels REALLY ramp up the difficulty level, the screenshot is from the 4th(? maybe) level.

where it's borderline impossible to double jump because of how low the double jump aura is.
I couldn't get past it.
Aside from that complaint, I really love the level of polish (and I loved the yellow warning triangles being the "spikes" XD )
I loved the platformer challenges, lots of tricky moments and reward of satisfaction. The controls felt very nice, especially the nuanced jump control, and for such a complex set of interactions I felt like you made it manageable. One nit is the rounded foot, which of course you must have going up onto the platform (toe-stub no thank you) but then wrecks you on the other side when you're sliding off. Classic dilemma!

Here was a spot I ran into some trouble. Totally doable, and I did get by it a few times, but a bunch of deaths stacked up here.
Anyway - really had fun with this one! Such a nice well-rounded entry. Well done.
I found some of the levels to be cheesable; I think you can jump a bit higher than maybe you guys thought. But I'm glad, because the intended route on some of those levels was a bit much for me, haha.
I didn't love Shift to dash; if your hands are on WASD and space, Shift is an awkward reach and you can only really use a weak finger. I missed a lot of dashes.
Sometimes when you're standing near the edge of a platform you can just slip off later without touching any keys. Most deaths felt like my fault, but these were a bit frustrating.
I liked what you did with the theme. It added something and elevated your game above being just another platformer. I liked how when you enabled the extra wifi, it stayed on even if you died. Smart decision there I think.
The ending made me laugh.
Did you guys play Deltarune? The whole vibe kinda reminded me of that one computer bit from that.
- There are a lot of "leaps of faith" in the game. These are the moments in the game when **the player needs to jump into the unknown** or make a dash to where the camera is not looking yet
- Disappearing objects in the game do not have animation before disappearing, and the player cannot figure out exactly when the ground may leave from under his feet. **I've lost platforms under the hero very often, and it's terribly annoying**. A good solution would be to make the platforms blink for at least 0.5 seconds
- Why does the hero slide off the platforms?...
- At some points, **the hero respawned outside the level several times** and instantly died three times before appearing in the right place
The game has a very good elaboration, but it is important to remember about the correct design of the genre

It's crazy that you did this in 72h!!
Amazing!
I mostly decide what to play from the Boxart - yours immediatly seemed like its gonna be good. And it is!
The dash animation goes hard!
5/5 across verything
I encountered a bug on one of the levels where you can go further without activating the wire, and the game tries to revive the player at the next level, but instead only the death sound plays.
You can go here without activating the wire (*screenshot after successfully completing the previous level):

I don't know if I've reached the end. I only saw an error page and the game was stuck.
My playthrough: https://youtu.be/HSOj_qUCe6w
the game was challenging but not unfair, I actually enjoyed it! I thought the difficulty curve was excellent and there was a satisfying variety in the mechanics introduced. I thought the character controlled really good for the most part tho I do have a critique with the hitbox, due to it being rounded it causes the character to slide off sometimes if you stand/land on a corner. there's also a few leaps of faith and whine not the worst it's probably for the better to try to avoid it a game with a lot of obstacles like this
- No feedback on reaching the end of the level and it wasn't marked very clearly at times. I was lost at some levels only to realize I was going past the exit. I think it's missing a consistent marker like a flag and maybe a victory sound.
- Super powers getting disabled was very subtle and had to pay extra attention on tracking that. I feel like the mail guy having a short flash + a sound cue would fix that.
- Some parts of the levels were barely covered by the signal, making it feel impossible.
- There was one drop that wouldn't show the hazards ahead of time. I think the easiest solution would be adjusting levels to make view-switch areas safer.
Also, had issues with the character sliding, for platformers, I'd suggest picking a box hull for player collisions.
Besides that, loved the flow of the levels, you have hard parts and then "rest" periods where you glide through some levels!

Amazing work!