10-sec pause mania by Stingby12
You are here to push crystals on specific spots for future plans, but there is a Eldrich horror 10 second timer watching every moves you make and cause chaos to the crystals ! Can you counter it ?
The first Ludum Dare game I made. Now I know that days where I have school is the worst days for a game jam game. It was 23 hours (11 pm) when I published the game.
Alright, the game is now playable on itch.io ! Check it out in the links sections.
Source code :
https://clementsparrow.github.io/Pattern-Script/src/editor.html?hack=8eb2ef54ee3ae92bd0498ceebcc1d8f8
Controls :
- Arrow keys to move
- X to wait
- Z to undo, R to restart
| My itch.io page | https://stingby12.itch.io/ |
| The game on itch.io | https://stingby12.itch.io/10-sec-pause-mania-ld |
| Original URL | https://ldjam.com/events/ludum-dare/51/10-sec-pause-mania |
Ratings
| Given | 21🗳️ | 18🗨️ |
Like it a lot :thumbsup:
The puzzles are devilish in places! Maybe even a little too hard too fast. I recognize that in the limited amount of time you have to develop though it's *very* difficult to have a gentle difficulty ramp up.
Thought the graphics and sound were nice as well. I'm a sucker for this kind of 8-bit, OG Gameboy revival style.
Nice work!
l If you continue to work on this, it would be nice to have some audio effects e.g. on level completion.
I read the following:
Every 10 seconds the crystals start their own actions
They will keep doing their actions until nothing can move
Push the crystal to the plus shaped target
And then I see a yellow diamond and a white diamond. I thought a crystal would be white but when I pressed an arrow key it was the white diamond that moved, so maybe yellow is the crystal. I accidentally pushed the yellow diamond into the edge of the level and can't push it away from the wall so I guess I messed up, but I wasn't sure what to do about it. I reloaded the page but I see now from the description that R resets a level. It might be good to put the "R to restart" on screen when the player is in a stuck state.
On my second try of the level I walked around the crystal and started to push it to the right, but at the 10 second mark it moved up, and as far as I can tell the level is now impossible.
I don't know why it moved up. I tried restarting the level and pressing nothing but "wait" to see if it was imitating me but it still moved up. I noticed that the top pixel of the yellow diamond is brighter so maybe it just always tries to move up, so I pushed it down and figured it would just move up a single time, but it moved all the way up to the top of the screen. So I tried standing above it and then waiting and this worked, and I finally completed the first level on my sixth try or so.
I think it would be nice if the first level was designed such that even if the crystal move is not expected, it won't cause me to be completely stuck. For example, if the crystal moved up and the goal was at the top of the screen, that would be ok.
After this I was mainly able to figure things out for all of the later levels. Though I think it is odd that when two crystals see each other they stop while there is still a 1-tile gap between them. Even weirder to me is that a T shape of birds resulted in none of them moving into the tile that is in between them all. Air block is a very difficult level. The level after it that introduced spikes was a nice difficulty, and then the one after that was very difficult, but I eventually got it. For the next level after the two spike levels, I had an almost-solution that was 1 move too slow, and I chose to stop there.
I think your game idea and puzzle design are pretty good. I would say just try to find a way to more clearly communicate the game mechanics at the start, or add a couple more introductory levels.
My first playthrough, it took me a little bit to pick up some of the mechanics (e.g. the direction the crystals move in -- I didn't notice this until there were multiple -- maybe the tip should also be a different hue rather than just brighter?), including some of the ones relating to how the crystals interact, but it was fun to figure those interactions out.
2-5 gave me a bit of trouble, but level 2-6 seems literally impossible to me (if you move one enough to be able to move any others towards the targets, you can't move that one down again -- I'd be glad to be corrected though). Still wanting to play the rest of the levels, I went to the source, changed the player&target on 2-6 to just a player (moving the line of lasers towards the player should also make it possible, I think) and played through the game again, and I'm glad I did.
It felt great being able to use the more 'advanced' tactics to do those first ones again more optimally. Maybe a star/rating system based on how many moves you used would be interesting in a full version? 2-5 still gave me some trouble the second time because I sort of stumbled onto the solution the previous time. Even after finishing the last few puzzles, 2-5 seems like it was the hardest. The undo button made the other laser puzzles not as hard, but it would have been too hard without an undo button.
Overall, the gameplay concept seems really flexible, and according to the other comments it seems well-executed.
I think it could have been a little clearer initially, but I was able to understand all the mechanics very quickly.
It was a little funny how some of the tips came after the initial level they would have been useful for.
I wish there was a volume slider. I had to mute the audio soon after starting. I don't think it impacted the experience much though.