The Flower of Marasca by F1Krazy
Your wife, Sarah, is dying of a terminal disease. It's too late to save her... but you can at least delay the inevitable.
Deep in the heart of the Temple of Marasca grows a sacred flower, capable of prolonging her lifespan. You must be careful, for the temple hides many hazards... and you must be swift, for Sarah's time grows short...

Features: - A sprawling temple filled with enemies and hazards - Four collectible powers to help clear the way - Multiple endings
Controls: - Left/Right: Move - Up: Interact - Z: Jump - X: Activate power - A/S: Change power
Changelog: - 20/04/22: Post-jam update. Full changelog available here. - 06/04/22: Fixed infinite death loop if you fall out of the level geometry - 04/04/22: Fixed various collision detection issues and an audio glitch
Created in 48 hours for Ludum Dare 50.

| Source Code (V1.0) | https://www.mediafire.com/file/zu5ojzgve336jjv/ld50.tic/file |
| TIC-80 (v1.0) | https://tic80.com/play?cart=2731 |
| Newgrounds (Post-Jam) | https://www.newgrounds.com/portal/view/838535 |
| itch.io (V1.02) | https://altrix-studios.itch.io/the-flower-of-marasca |
| Original URL | https://ldjam.com/events/ludum-dare/50/the-flower-of-marasca |
Ratings
| Overall | 293th | 3.476⭐ | 44🧑⚖️ |
| Fun | 294th | 3.381⭐ | 44🧑⚖️ |
| Innovation | 543th | 2.655⭐ | 44🧑⚖️ |
| Theme | 525th | 3.058⭐ | 45🧑⚖️ |
| Graphics | 214th | 3.698⭐ | 45🧑⚖️ |
| Audio | 375th | 2.953⭐ | 45🧑⚖️ |
| Mood | 99th | 3.733⭐ | 45🧑⚖️ |
| Given | 32🗳️ | 56🗨️ |
I like the various powers
I noticed a couple bugs:
* The first time I played when I got the fire, but it didn't pick up for some reason so I was trapped unable to proceed, had to reset the game (maybe because I used the switch powers keys before picking ii up).
* The 2nd time I played, I actually jumped through some walls near the end of the game (Made it really easy to get to the flower, probably skipped a good portion of the game)
Might be better if:
1. Don't have a slot till you have acquired the power
2. Cycle the powers list when you hit the end or the beginning
Cool Game! the confusion was probably just me
I think there are some difficulties with the level design. There seem to be a couple ways to get stuck and just be unable to proceed. The limited fire could make things difficult. I got trapped because I was trying to save a fire so I flipped a switch and died. When I reappeared at the fire I couldn't get back to where I was so I missed a key powerup.

Too bad the game is plagued by collision issues ... being able to go through most walls is a real showstopper for an exploration game :-/
I liked the music, reminded me of the very first metroid game on NES !
@sdelay Thanks! I'm glad you enjoyed it so much!
On the plus side, The art and sounds/music are simple and lo-fi, but they all work well together to form a coherent aesthetic. I thought the level design was a real strength here, the difficulty was just right and the challenges were just different enough to be interesting. I enjoyed playing through it and getting what I guess is the good ending? Cool game!
I like your game, I played for a good 15 minutes. Although, I suck at platformers ^^"
You did a good job with some of the puzzles utilizing multiple powers, my only really issue with gameplay is that sometimes you can softlock yourself if you run out of a power you need to complete a puzzle. Maybe have a slow cooldown on the abilities might be better and let you make some longer puzzles without having to worry about players having enough skill charges. All in all though this is a great game and a solid LD50 entry, glad I got to play it, Thank you <3
Some deaths felt a bit cheap... nothing major but, for example, on some platforming sections you have spikes in the bottom that you can't see immediatly, while in others you have enemies.
Also, I'm not really a fan of being able to be soft-locked, but I don't have any good suggestions on how to fix that...
Other than that, it felt like a really solid entry.
@glayson There's definitely a better way to handle the inventory system than what I have at present, it's something I'll look at in the post-jam version.
@wouter52 TIC-80 is its own thing, though it's definitely inspired by PICO-8. While PICO-8 styles itself as a "fantasy console", TIC-80 styles itself as a "fantasy computer", so its specs are a bit higher: it can handle more sprites, more code, a larger map, and so on. I prefer it over PICO-8 for that reason, though I know a lot of devs enjoy PICO-8's tighter constraints. TIC-80 also has a free version, so I'd recommend checking it out and seeing for yourself whether you prefer it to PICO-8.
@starr-fighter05 I wanted to include some little pop-up messages that appear when you get close to something, to give you a better idea of what to do, but I ran out of time to implement them. It's on my list of planned post-jam features.
@unbugged I wish I could take credit for the CRT filter but sadly I can't, it's a built-in feature of the TIC-80 engine that I honestly forgot about until now :sweat_smile: Glad you liked it so much, though!
Buds: the overall puzzle styles were good but they suffered from some basic information/context that the player just doesn't have without a tutorial or solid UX. Really what the game needed was more feedback to the player to draw them into your game. I'm talking UX stuff like making the lever intuitively tell me that it IS A LEVER. (I embarrassingly spent two minutes at the first gate before I realized that the first lever was actually a lever and not a part of the foreground) to stick with the art style it could have flashed as you got within range... or something similar.
Thorns: You clearly were interested in making the game controls configurable (four different configurations on a 10 minute one player game! WOW I'm impressed... but why?) in my humble opinion I feel like we missed out on other things you could have done. I really suggest using that time on something else and just make the default controls stick to modern conventions. (I expected wasd with e/r/shift/space actions then tried game pad, for this style I expected to use the D-pad but that is minor). Further more, I'd suggest that the left and right face buttons (or d-pad or select button) control the power-up selection. Never-the-less I did eventually get the flow of it then it was like I was back in the early 90s with my Commodore64!
I don't want to forget to say that you got to be careful when adding a powerup that increases speed as that can mess with your collision checks (I fell through the wall at the top of my feather jump and landed at the end... and got trapped there)
I hope I've been constructive, there is promise here, just don't forget about the player! :) GoodLuck!
Nice mood, neat game! Congratulation =)
Having said all that, this is a pretty good LD50 entry! There's a lot of content in this game and everything is pretty well fleshed out! Nicely done!
The exploration aspect was not what I'd been expecting and, between that and the music, you managed to create a good, eerie mood, which isn't always all that easy within the limitations of the sorts of retro games you were clearly trying to emulate! :grin:
Well done! :smile:
@diego-escalante Oooh, that's a serious issue. The flower isn't a powerup, I just put it in the inventory to show that you had it, but if it can be consumed like a powerup, then doing that makes the game unwinnable. I'll have to fix that. Thanks for bringing it to my attention.
Some more hints and removing the limited nr of uses might make it all a bit easier.