GigaHurtz by johnnysix
Get your satellite thing and upload. Mostly very easy puzzle things.
Press Down arrow or 'S' to pick up the Satellite dish and move it about.
So - level 2 - just drop the satellite dish on the conveyor belt and run left, you'll drop signal, corpse out, fly along the conveyor as you're now flat, then regain signal at the end. :smile:
Skip to 14 minutes in on the video for a play-through if you're stuck
https://www.youtube.com/watch?v=4zlgM2-NRAw
| Link | https://johnnysix.net/games/GigaHurtz/ |
| Original URL | https://ldjam.com/events/ludum-dare/59/gigahurtz |
Ratings
| Overall | 298th | 3.762⭐ | 23🧑⚖️ |
| Fun | 139th | 3.833⭐ | 23🧑⚖️ |
| Innovation | 246th | 3.667⭐ | 23🧑⚖️ |
| Theme | 53th | 4.405⭐ | 23🧑⚖️ |
| Graphics | 231th | 4.119⭐ | 23🧑⚖️ |
| Audio | 285th | 3.619⭐ | 23🧑⚖️ |
| Humor | 379th | 2.868⭐ | 21🧑⚖️ |
| Mood | 660th | 3.19⭐ | 23🧑⚖️ |
| Given | 10🗳️ | 13🗨️ |
Plays great, is fun!
@msipp27 - there's an easy way and a hard way. It can be done with timing, or fail successfully by dropping the dish on the conveyor belt and running right. It'll travel along, the robot will lose signal, then when he drops to the floor, the hitbox change allows him to fly through the gap and travel along. :smile:
@pastmoments - thanks for playing! Glad you found it fun.
@trexxak - Yeah, I thought a million people would do a similar theme.
@thesmellofoxygen - Yeah, see the answer to @msipp27 - there's a 'Failed successfully' method. I demo it in the video ~ 14mins in. I could've probably made the difficulty curve a little less steep! :scream:
My only complaints are that the hitboxes of the player and the spikes do not match up very well (it feels like hitting them too soon), and that the acceleration of the platforms in the last level is a bit annoying, because it makes you wait at a section that you will probably have to do a lot. Sometimes the death animation would also not play, but that did not affect gameplay. Other than that, it already feels very polished
Really enjoyed playing it. Well done :)
Oh, and I did level 2 the difficult way and I have to agree with previous commenters that it would be nice if the spike hitboxes were just a little bit more lenient. :)
Great entry.
https://johnnysix.net/games/GigaHurtz/
I know it sometimes gets blocked on certain VPNS.
Great work --well done!
I love the retro graphics, but I have to admit that I found the music a little grating. My biggest complaint, however, is the difficulty. This game is definitely not "very easy" as the description claims. I too was stumped by Level 2 until I read your description, and then I got completely stumped by Level 3 (how are you supposed to get yourself *and* the satellite dish up onto the second conveyor belt?). I *could* just watch your walkthrough, but at that point I'm not really playing the game.
This is a good idea, I think you just sorely underestimated the difficulty and/or ramped it up way too soon. The game needs more antepieces to ease you into the puzzle mechanics, so you know what you're actually doing by the time it starts throwing the trickier things at you.
If I did it again, would've gone straight to making a platformer and not wasting the first day messing around with signal repeaters and complex mechanics, affording more time for finesse like more/better levels and polish on music / sounds fx etc
Thanks for coming back and playing! :joy:
Gameplay-wise, I think the game's biggest weakness is its controls. Horizontal momentum is extremely slow, and the speed cap is overly high, which resulted in me flying into spikes frequently when trying to move through levels quickly. This became an issue in the last couple levels - especially level 5, which had a decently precise jump at the end (if I gained too much speed, I would jump too high and hit the spikes above me, but if I was moving too _slowly_, I wouldn't make it over the first gap). A puzzle-platformer like this, I think, should optimally have controls that get out of the way as much as possible, so the puzzles can stay at the forefront.
In terms of level design: the difficulty ramp is reasonable, but the game doesn't introduce its mechanics very well, which given your last comment here you're already aware of. To give some specific feedback regarding that, I think level 2 stands to be improved the most. The level's goal is to introduce the mechanic of using the blue platforms to regain signal after previously losing it, but while everything needed to teach that concept is present, the tutorial is obfuscated by seemingly navigable platforms above the floor, serving as essentially a red herring. You can get _just_ close enough to making it to the goal using those platforms that it led me astray for a couple minutes (until I accidentally lost signal on the ground and learned that I could slide on the floor myself). Replacing those with an obviously impassable obstacle would make the intended solution easier to see.
Overall, though, I quite enjoyed this! With some polishing it could be a pretty fun puzzle-platformer, and there's definitely potential to introduce new mechanics into the mix (throwing the satellite, etc). Nice work :)
Don't have much to add to the criticism @python-b5 voiced earlier regarding the controls. I shared a similar experience of frustration and nearly gave up in the last level.
But after countless repeats my brain somehow calibrated to the floatiness/jankiness and I ended up playing the game through a second time with relative ease! I find that there's something **very 90's DOS -like spirit** in the feel of the controls. It might make players with _modern expectations and standards_ lose their sh... ...hoes!

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I was happy to find out the same **DEBUG-key (+)** worked as in your last game (apart from invincibility!). I noted that the hidden indicators of the "signal-tether" sometimes changed to a minus-symbol. Was intrigued and checked your dev-video which explained the inner workings of the mechanic.

The signal deterioration is a neat concept and not actually much unlike something I had pondered myself once. Although not very well utilized in this particular iteration, there's surely some potential there. For example it would be interesting if different types of tiles would have varied material and/or density-values which in turn would affect the signal's reach or behavior.
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If you'll ever add sound effects to the project, I think it would be a fun addition if the signal's strength would be indicated by an (toggleable?) audio-feedback. :speaker: :signal_strength:
The BGM was a good composition and I liked the lengthy progression. One relatively easy trick to improve the track would be to add slight decay and perhaps a very minimal reverb here and there. It might benefit some of the "busier" parts that feel a little too overwhelming. But that might also be just a matter of personal taste! :musical_note:
Unfortunately the music doesn't loop, so I had to put something completely different to the background when it stopped. Of all the music in the world, this time I ended up going with this [obscurity.](https://www.revengeofthesunfish.com/Foranimal.html)
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Keep on jamming!