Press Space To Jump The Gap by foolmoron

A simple platform game clone. What could go wrong?
Press SPACE to JUMP THE GAP
Press LEFT and RIGHT to MOVE
If for whatever reason that doesn't work, then SCROLL to ZOOM, and CLICK/DRAG THE MOUSE around to fix the problem
Then go ahead and JUMP THE GAP!
HINT: Zoom in on the red words
| Link | https://github.com/foolmoron/JumpTheGap |
| Link | https://foolmoron.itch.io/press-space-to-jump-the-gap |
| Original URL | https://ldjam.com/events/ludum-dare/48/press-space-to-jump-the-gap |
Ratings
| Overall | 37th | 4.15⭐ | 32🧑⚖️ |
| Fun | 121th | 3.883⭐ | 32🧑⚖️ |
| Innovation | 1th | 4.7⭐ | 32🧑⚖️ |
| Theme | 5th | 4.583⭐ | 32🧑⚖️ |
| Graphics | 572th | 3.217⭐ | 32🧑⚖️ |
| Audio | 405th | 3.224⭐ | 31🧑⚖️ |
| Humor | 10th | 4.367⭐ | 32🧑⚖️ |
| Mood | 108th | 3.883⭐ | 32🧑⚖️ |
| Given | 10🗳️ | 11🗨️ |
I do think I somehow glitched and got stuck on the noise screen though. Will have to complete later. Super cool man! Great job!
I was confused at first and thought like "oh this game is broken". Super great!
I did find the "zooming in" to be a bit annoying once you "get" the game. It felt a little finnicky and the noise started getting a little bit annoying, but it didn't ruin the experience.
I also am not sure if I missed a hint as to what scene I was supposed to select, I spent a good 5 minutes trying to figure out why the invisible zone that was enabled and set to "win" wasn't working. Then I finally decided to look at every single level (had only looked at 2-3 of them) when I figured it out.
Really great job.
@thesambassador Ah I meant to disable the collider zone on levels where the flag was missing. That's def confusing.
I gotta say I admit I knew there was something fishy even before going it, but I expected it to go a whole different way. That's to say, I expected *something*, but not this :laughing:
I thought it was funny intentionally mixing up different measurement scales just to mess with people's brains :thought_balloon: hahaha
:x: Figured pretty much everything kinda fast, but got stuck for a solid 8-10 minutes on the same thing that @thesambassador , the final collider *seems* to be working and everything, but nothing happens, I had to read your answer to find the final piece of the puzzle.
Sometimes the zooming mechanic felt a little weird or tiresome, particularly when you get lost and have to go continuosly back and forth.
I think you nailed the feel of tinkering with a broken project very well.
I agree that the scrolling could be a bit more responsive, or at least on subsequent visits to a certain zoom level. It was certainly very moody when I zoomed out to the desktop.
Also the pixel art of the game itself flickered a bit when zooming, especially the light lines on the bricks, which was a bit dazzling.
This was an enjoyable puzzle game where, to be honest, the description of the game kind of gave away its surprise factor. My first instinct was to play around with the scroll wheel on the mouse, and I rather quickly figured out there were some controls to change around. Although, I think I first started by zooming out, and playing around with different builds that, for a few of them, didn't allow me to change any of the Vim editors. It took me a while to figure out the original build seems to be the only way to get the controls to change, well, the game controls. But I digress...
There are some elements of the game where it's really well conveyed what each thing does. Physics sliders and action drop-downs, for example, worked really well from a graphical design standpoint. I did feel some parts were a little poor, though. The toggle to turn on Vim editors...doesn't look like toggles, especially compared to the enable colliders toggles. It didn't make a whole lot of sense to me the jump Vim required toggling two boxes, either. I was also a little annoyed that a beta game engine had to be selected to make the later builds available, the one that's sandwiched between two beta editors that doesn't work. And I thought it was really confusing that enabling an invisible wall works, but not the flag trigger (you had to open a build including the graphic). I would have appreciated more consistency in the visual language the game presented so there were less confusing moments like these.
Lastly, I found the act of scrolling in and out really annoying, specifically because the game didn't seem very sensitive on it. It felt like I had to put too much effort in getting into each "screen mode" of the game.
Props as always for coming up with something so off-the-wall and unusual.
