Ten Seconds Again by khaotom
Tap tap, mouse or touchscreen controls.

Not sure whats going on with the embedding, here's the itch.io page for now: https://khaotom.itch.io/ten-seconds-again-and-again
Game hints available on itch.io page.
Source code (construct 3 project) attached.
Little Bonus: screenshot of the design documentation written in TreeSheets.

| itch.io | https://khaotom.itch.io/ten-seconds-again-and-again |
| Original URL | https://ldjam.com/events/ludum-dare/51/ten-seconds-again |
Ratings
| Given | 0🗳️ | 0🗨️ |
Things I noticed and liked:
1. The coins in the UI become the special attack and can be recycled! If you're fast enough :)
2. The monster AI has them move away from the mouse (with some jitter I think so it's not fully predictable?)
3. The early levels incentivize waiting to kill the monsters to try to get extra points! Allows the player to add some personal challenge which is really cool!
Potential bug:
At one point I click somewhere on the edge of the screen and the game suddenly had a cyan overlay. Not sure if this was a feature, bug, or quirk of playing it in the browser.
Ideas:
Later levels are more difficult but this has diminishing returns because many of the monsters will be overlapped meaning that roughly the same amount of effort can be used to complete the more saturated levels. One idea might be to start gradually reducing the size of the monsters to make overlaps less likely and require higher precision to kill all of the monsters.
I learn by mistake that right clicking will spend your coins to get rid of enemies. That was a cool mechanic.
Only thing holding this game down is its art. Having space invaders type spites would look awesome. I would love to play this game on phone with updated graphics. Nice Job!
Combo's where nice touch and fellt great.
Well done!
The initial progress is very well done, and the tutorial messages are a great way to fill the wait from the easiest levels into the next one, thus always keeping the 10 level.
I felt that after level 40 or so, a steeper progression might have helped, but the game still gave continuous interesting fun gameplay for really long. Congratulations!

I spent a bunch of iterations to balance the later stages. It's much better now than it was at first. At one point you could basically one tap and combo the entire screen! I love the idea @roulette mentioned of gradually reducing the size of the enemies. It is a great idea and I wish I had thought of it during the development! :joy_cat:
One thing that might have been nice is different enemy types? The game got a bit stale for me after level 20 or so personally.
I only have two real problems with it: firstly, I may just have not understood how they work, but the purple power-ups felt a little pointless since they kill so few enemies and don't have any of the risk and reward elements the rest of the game is so good at. The other thing is that I think it could use to be harder overall, I didn't even realize there was a fail state until like level 100, and at higher levels the risk and reward mechanics become less and less relevant because all you can do is desperately click all over the screen and use the coin attack before the end of the round to clean up the stragglers.
Overall though, I really liked it, the way the coin pickups move was fun and challenging, and I really I feel like the way the enemies moved away from where you click gave them some real personality. Great job!
The graphics were solid and did a good job of conveying the action, the sound effects were satisfyingly crunchy, and the bumping soundtrack added a ton to the experience.
Love your more experimental entries but I also enjoy when you come around to making the occasional action game too.
Oh - and I was glad the autofire wasn't strictly better than spam-clicking. Although I did sort of wear out my clicking muscle, it felt a lot more satisfying to noscope some fool than to just wave my hands around.
Very nice all-arounder compo entry!
I love when losing a game is clearly my fault and not because of some unfair or unclear mechanics. I kept pushing myself to let the timer run longer each level and it led to a lot of tension and excitement even though I was just clicking on some angry little blocks.
You could add more mechanics to keep the game interesting during longer playthroughs. Maybe different types of blocks with unique behaviorus, like a blue block that doesn't move very fast but shrinks, or a purple block that takes more clicks to kill. Maybe have some sort of infection mechanic where one of the blocks can convert others to its color when it makes contact forcing the player to decide whether to start clicking early or let the infection spread.
You can play it over on itch.io at https://khaotom.itch.io/halloween-candy-rescue