Relay PeaJay by aeveis

Description
You are a bird named PeaJay and are practicing for a relay race that is coming up. You will have to complete each course in under 10 sec to qualify for the relay. Your parents are supporting you and cheering you on!!
Thanks for playing!
Updates
- html build for haxeflixel has some error in the js output that seem to prevent embedding (the one on the bottom here) (https://ludumdare.com/resources/guides/embedding/). Had to add a bunch of
image.crossOrigin = '';to get it to work - 10/5/22: fix bug where feathers weren't being reset on in-game restart
Controls
- [Arrow Keys] to Move
- [Space] or [UP] to Jump
- [X] Dash when you have feathers
- [R] to restart your level. This will add to your time though
- [Shift R] to restart the game
- [Z] to chirp constantly
- Gamepad theoretically supported
Tools
- Art: Gimp
- Library: HaxeFlixel
- IDE: VS Code
- Music/Sound: OpenMPT
- Source Control: TortoiseSVN, Github
Bonus: Here is my time after trying to beat 100th_Coin's time:

| Github | https://github.com/aeveis/ludum_dare_51 |
| Link | https://aeveis.itch.io/relay-peajay |
| Original URL | https://ldjam.com/events/ludum-dare/51/relay-peajay |
Ratings
| Given | 21🗳️ | 31🗨️ |
Excellent work as always @aeveis!! Here's my high score :3

https://www.youtube.com/watch?v=urbO6bXI3z0
I had a strong start, but lost a lot of time from bonking. (Also, how are you supposed to beat that last checkpoint? In all my attempts I never got it.)
Very strong game. The characters are adorable, especially the little dialogue faces. The background is a bit empty. I see there's a bit of blurry detail, (and there's even parallax!) but a couple layers of lighter or darker orange to make the parallax really pop would've been cool. It would be a bit of a balancing act to prevent the background from taking the attention away from the foreground, but a little more to it would be nice.
The music is very relaxing. I guess since I was going for the speedrun I was wanting the song to be more upbeat and high-action, but the current song is very nice. I like the brass horns!
This game is fantastic, by the way. I'm grasping at straws to give some critical feedback. On the topic of a speed-game though, I have a good history of speedrunning, so allow some optional feedback about making the game more enjoyable to speedrun. My first note is bonks, and not even with the feather boosts.

This is entirely just my opinion, and depending on what kind of game you want this to be, this note can be thrown out entirely. There are pro's and cons to both sides here. I would love to see your momentum not get cancelled when you crash into walls. A note about difficulty scaling: The section after flag 3 has a lot of corners for you to bonk on, and I found myself losing upwards of a second and just for bonking any corner. Losing that much time in the early part of the game requires me to either put in a ton of practice to consistently get a "good run" after flag 3, or accept mediocrity. Making the late game difficult makes sense, but I think the "easy to pick up, difficult to master" curve is a bit steep for the early section. Keeping the momentum would negate this issue, but make the game easier. Again, I don't know how precise you would want the estimated "prefect run" to be, but this addition would make it way more approachable to run.
The feather boost-bonks are pretty great, I like that feature. That's a good place to punish players for their mistakes. (and the bonkless feather? *chef kiss*)
Solid game. Great work as always!
Main thing I didn't like is the cooldown on several moves. You can only re-flap after you reach your apex, which felt unresponsive. Also when chain dashing, you could insta-dash in another direction, but in the same direction you had to wait for the cooldown, which made it feel randomly unresponsive. It also felt really heavy to change horizontal momentum in the air, especially with the ground-dash.
Not sure if it is intended but even though I took more than 10seconds, I could still continue.
Edit: ohhhh if i miss the checkpoint is not added. Gotcha
@nate954 Thanks! I wanted to make a time attack game feel as un-stressful as possible haha.
@100th-coin
Thank you for your playthrough and comments! I'll have to see if I can beat your time haha.
For the last checkpoint, the trick is to take advantage of that fact that you can now dash "again" by changing direction before your dash ends - this way you can go around corners pretty fast. I kind of state it from the crow npc but it's a bit vaguely worded.
Yeah, the environment is a bit lacking and I've would've liked to add some more layering. Recently I've been doing a lot of optimization and all I can think about it "oh no... transparency! layers! it's too expensive!" but it's a jam game so who cares. I think parallax-ing is a good idea as a quick way to add complexity without doing too much more tiles. I think ideally I'd want another set of BG tiles and have the sky poke through.. maybe if I do a post jam version or so.
For the normal non-dash bonks I definitely have some solutions in mind, but I did not want to do a slide-y solution around corners to preserve the "physicality of flying" or something like that. The first thing I'd probably want to do is introduce 45 degree sloped tiles and just smooth everything out - the jaggies definitely can cause a lot of headaches currently (I guess sloped tiles ARE slide-y but also just visually represented). Another solution would be to introduce wall jumping, where you will bonk, but can keep the momentum going by jumping off. Perhaps some things to maybe try.
@foolmoron thank you! Great feedback - the reflapping was something I was thinking about that I don't think I completely solved. I didn't want players to spam it to make the flapping more meaningful - but it not feeling responsive is something I'd like to address somehow... make you can flap still but it'll get weaker unless you wait for the cooldown.
Technically with chain dashing, you can instadash in the same direction, but you have to press the arrow key again. This won't work on a controller though... so it may make sense just to accept dash input again. With changing momentum in the air I'll have to think about that a bit - perhaps just adding feedback to make it clear it takes a while (slow down and turn animation), or I could just make it a bit easier (like a mini dash to change direction). I think I'm still kind of split with making regular flying fun but also still feel meaningful/realistic.
@comicsans with HTML5 games I think you have to make sure the game is "in focus" and then you have to press a key to get the audio working - but glad you figured it out. It might mean the game is not auto focusing on the LD site. Thank you!
I would maybe prefer the dashing being on the shift button, as hitting X wasn't very convenient for me, but after a bit I finally got a rhythm with it, so it's not that big a deal. Really awesome entry, well done!
I got 118 seconds, 8/13 checkpoints.
@alexander-epton Thank you! I thought the dialog would be very helpful especially at the start to get players in the right mind set for preparing and practicing.
@mateusboga Thank you! glad you enjoyed it!
(just one thing: the blue have a stange pixel on the border when he goes to left. it appear only when i am on full screen)

Really enjoyed my time with this, great work!
@roroto-sic thank you! Do you have a screenshot of something of the strange pixel? There is a light spark right before the dash if that's what you were seeing. 
@torcado Thanks, and nice job beating the relay! I think you are the first person commenting to get all the checkpoints. :smile: I would like to clean up *some* of the movement, but yeah gets into polishy/tweaking levels to make things feel a bit better.
:
The game was surprisingly tough -- I eventually switch from keyboard to controller, so thanks for supporting so many control schemes.
I'm off to go chirp constantly!
It's pretty fun when you go fast, though I did a decent amount of crashing with the dash. I like the audio and visual feedback for jumping and dashing.
I think it might have been nice if some of the walls were slopes instead of square tiles so that there are fewer corners to bump into as you are dashing diagonally.
That one bird who is stuck is pretty troll lol, just there to bait me into an awkward spot.
@ideaspersecond Thank you! Glad you liked it!
@ronn-fever Thanks! I like to think PeaJay feels much better about attempting these courses with the right support and encouragement. I also didn't want the player to feel alone in their efforts to finish the courses. Glad the controller worked better for you!
@almost That's pretty good! I find sometimes with unlimited dashes I get too hasty and end up bumping into walls more haha (though the stun is removed with the last feather). For the last course, I probably introduce the chained dashes a bit too quickly with no real test ground so it's definitely more of a replay thing. I'll probably take a look at adding slopes for a post compo version at some point. The stuck bird is the only bird in the middle of the course so I thought it'll be worth it haha.
The only thing that bothers me a little is the choice of the character's controls which in my opinion does not respect some basic rules. The use of the boost is not fluid and is difficult to master perfectly.
I think that by allowing a modification of the control keys and by adding 2-3 more mechanics, it could become a great game.
Very good work anyway.
postscript: sorry, not being good in English, this is a Deepl translation from the French language
@empty-set yes, I wanted it so you want to stay in the air versus the ground. However, I could probably just increase the overall acceleration in general (so you go even faster on ground and in the air) and that would probably make things feel generally better, though that would affect the times of this version at least so maybe a post jam thing to try. thanks!
@demogia-av I wanted some complexity in the controls, especially with acceleration, but I think they could still be tweaked to feel better. I probably wouldn't add more mechanics as the sole focus of the game is the flying/dashing/platforming, though I do have ideas on how to extend the gameplay (ie the actual relay race or having different characters that control differently). But things to think about for the future, thanks!
@krasimir-balchev Thank you! Definitely noted some tweaks that can be made with controls!
@shimmerscale Thanks! Yeah, I wanted the game to be playable even if you couldn't get a good time, just to explore and see. Environment was definitely on the lowest priority for me, so that'll be something to think about.
@matoux42 thanks!