Time To Live: 10 by LDJam user 236651

About
Time To Live: 10 is a short puzzle-platformer in which a couple of cubes try to reach a battery. The catch? The cubes explode and respawn every 10 seconds. Fortunately, these cubes are special - they record their movement through space and time and will repeat those movements on the next try!
TTL:10 has 10 levels plus one bonus stage. Code, art, and sound effects were created in 36 hours.
Controls
Mouse and keyboard only: - W or Left Arrow keys to move left. - D or Right Arrow keys to move right. - Space bar to jump. - Q and E to cycle between different cubes (only while the timer isn't running).
If you get stuck, you can reset the level in the menu, or skip to another via level select.
Builds
You can play TTL in the browser on itch.io! Windows and Mac builds are also available, both on itch.io and below. "TTL10.zip" is an earlier version which hasn't disappeared even though I clicked delete, and unfortunately I haven't been able to get the HTML embedding on Ludum Dare working. :pensive:
I hope you enjoy playing TTL:10!
| Link | https://github.com/Lancival/LudumDare51 |
| Link | https://lancival.itch.io/ttl10 |
| Original URL | https://ldjam.com/events/ludum-dare/51/time-to-live-10 |
Ratings
| Given | 0🗳️ | 0🗨️ |
Level 3 is intended to teach you about the jumping mechanics, which will be used in later levels:
!> You can jump in mid-air if you fall off of a platform without jumping.
But good lord, is that beeping ever hard on the ears!
Did have a couple collision issues where I would get stuck to the side of platforms, but other than that I enjoyed it and would love to see it fleshed out given more than just 48 hours!
The float jumping and wall sticking mechanics let you really be creative with how you approach solutions, and for a puzzle platformer theyre great additions to a players arsenal, working well with the solid basic movement.
There is a problem with collision detection, which I've encountered before.
You need to set your rigid body material to finish smooth
Great puzzels when you get the controls.
@senso Thanks! It seems like a lot of people agree that it isn't obvious that you can only switch once every 10 seconds. Not sure if I'm allowed to upload a new build with expanded in-game instructions though?
Solid entry with the tutorial levels, that you can still skip to see the level design even if you don't complete it (useful for a jam/competition)
I'm so dumb, I got stuck on the level with 3 stack on top of each other and can't figure it out ToT haha :')
I must say though, the controls were very awkward and I couldn't always jump when I should've been able to.
@olddog @malcom-thonger @serxiolas Yeah, I definitely need to actually explain the cube-swapping mechanic in-game, and emphasize that you have to record a full 10 seconds before swapping.
Enjoyed the puzzle designs, but they were definitely a bit execution heavy even after the solution was figured out.
Just a few quality of life improvements and you're on the way to a really great game!
Also, I would have loved a mute button for the sound effects.
I love a level select screen! Both for skipping past levels you've already played or (in my case) for levels you can't figure out. Lots of LD games are very punishing in making you restart the tutorial every time you die. So I thank you!
@matt-green I appreciate your feedback! The physics does sometimes bug out a little, it would probably take me a while to stamp out all of the unintended physics though. And you're right, I should have included a mute button.
It seems like many people don't like the "stickiness" of the walls, although that's also a holdover of the physics engine which I opted not to "fix" during the game jam, as it also allows you to build "bridges" with your cubes. If I continued development, maybe I could figure out a way to have "slippery" walls but keep the cubes "sticky".
I can see why the cubes were made to stick to walls. It is an interesting idea but it also comes with drawbacks. Sometimes basic platforming feels very clunky when the corner of the cube hits a wall and the movement just stops right there. But fluid platforming is obviously hard and time consuming to do right and you cannot do everything during a jam.
Overall, great work!
By the way, was the wall-clinging an intentional game mechanic? It felt a bit janky and frustrating at times.
I wish there was a button to quickly restart though. I messed up a lot and it would have been nice to be able to retry right away instead of having to wait for the timer.