Surface Level by javi7
POST YOUR HIGH SCORE! Over 10k, you might have a future in this.
https://www.youtube.com/watch?v=kT1CR1hILgU
Player has shit to do. People are in Player's way. They are asking Player deep questions. They are forcing Player to introspect. Player does not have time to deal with their emotional baggage. Player has shit to do. Help Player!
Player has commandeered a shopping cart. Ride the cart through each floor of the tower to reach Surface Level. Grind yellow rails, blow off conversation starters, bounce off springy beds, and avoid obstacles. Combine tricks to build up your combo.
Remember, the fastest way to reach Surface Level is to stay at surface level. Don't go deeper.
Surface Level was designed and built in 72 hours by Marshall Hattersley, Chris Muhrer, and Javi Muhrer as part of Ludum Dare 48. Feel free to reach out with any merchandising opportunities.





| Link | https://javijavi7.itch.io/surface-level |
| Original URL | https://ldjam.com/events/ludum-dare/48/surface-level-1 |
Ratings
| Overall | 292th | 3.92⭐ | 52🧑⚖️ |
| Fun | 191th | 3.95⭐ | 52🧑⚖️ |
| Innovation | 577th | 3.51⭐ | 52🧑⚖️ |
| Theme | 1432th | 3.2⭐ | 52🧑⚖️ |
| Graphics | 674th | 3.87⭐ | 52🧑⚖️ |
| Audio | 120th | 4.11⭐ | 52🧑⚖️ |
| Humor | 80th | 4.102⭐ | 51🧑⚖️ |
| Mood | 562th | 3.75⭐ | 50🧑⚖️ |
| Given | 71🗳️ | 55🗨️ |
Very catchy music, a bit hard to read the text sometimes, but overall very readable.
How´s the weather?
Thanks for the game, and I love how there's no fail state so I don't feel bad for getting a score of 600.
I may just be an old man with horrible reaction times, but I think the control timings were a little bit too harsh. Maybe it would have helped if the actions lasted like 10-15% longer, so that you could push the buttons a bit in advance?
Still a fun and charming game. Oh, and the music was awesome!

(also my game has the same name! sorry for sniping the url from you)
Cute graphics (I love myself some pico 8), catchy audio and a high score system are my favorites in this entry!
Also, thanks for playing my game on stream!
I love the mechanics, and the feeling of building up speed and trying not to mess it up as the level comes at you faster and faster. The music works so well, and it's the main thing that kept me playing long enough to figure the game out. I have a lot of tiny little notes that I'm about to dump right here, in case they're helpful to you, but overall WOW I am blown away this is such a cool game
Okay so a bunch of small suggestions:
* the colors of the background are a bit confusing; the (passable) dark blue can shelves look too similar to the (impassable) dark blue blocks, and the bright green produce bins stand out too much, given that they're passable
* I'd love a speedrun timer integrated in-game, and a quick-reset button in the pico-8 menu
* the phone call button is a bit awkward to hit, especially when I'm trying to always be speeding up or slowing down at the same time. I mentioned this onstream, but today I'm finding it easier to hit, so I think I'm retracting my suggestion that the L/R buttons should be removed, since they do add interesting gameplay now that I'm good enough to use them haha. Actually, I've just had an idea: what if pressing jump while midair did a spin; this frees up the spin button, which could instead become the phone call button! that might work
* It might be fun to have some incentive to hit the spin button juuuust before you hit a rail, e.g. some sort of speed boost or points boost
* I looked at the notifications at the top of the screen hardly at all; maybe small flyaway text right where the character was would be more visible? but of course maybe you don't want it to get in the way
* To really get a high score, as far as I can tell the strat is to go really slow, grind multiple times on the same rail to get your combo up, and come to a slow grinding finish at the end of the level. (I can get 9K points on the first level by doing this) I'm a bit conflicted about this; personally I'd rather the game encouraged me to get that blinding rush of speed by trying to go as fast as possible, BUT if you go too slow while grinding for score you can't make it to the next rail, so it's an interesting tension. So like, I guess it's fine? I think I'd remove the ability to grind multiple times on a single rail, that seems a bit exploit-y to me. there's that one bottom-route tunnel on level 2 or 3 where you can get 10x combo pretty easily with this
urg sorry for the wall of backseat-gamedesign; your team did an incredible incredible job and probably a bunch of my suggestions would break things in ways I can't anticipate. they're just some random suggestions from a fan! thank you for the game!
https://www.twitch.tv/videos/1007659333?t=00h12m05s
also: GET REKT MARSHALLLL

Definitely a bit of a learning curve here, but once you get the hang of it you'll be saying 'Ok just one more,this time I've got it!'
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1007852839?t=7h24m36s
I don't think this worked toward the theme super well, but I still saw where you were coming from.
Great work on creating an addictive game I wish I had on my phone.
Nice game, this is my score
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
Seriously this game is addicting, well done! Sounds were great, music was great, gameplay was great! I really don't play these types of games, but with each run I was showing noticeable improvement. I can see where a couple people are coming from about the visual language, but after playing a couple times I think it all becomes clear pretty quickly
Here were a couple suggestions I dropped in stream that you liked:
-some slanted rails! nice!
-fake phone call duration is based on speed (or distance) so its not so punishing while moving slowly
Thanks for sharing this with me on my stream, you *know* I had fun with this one xD

The background feels a little empty and void and this clashes with background objects. I think a simple wallpaper and moving background objects one layer to the back should help to create the illusion of depth. The art of being on your phone could be a bit more flashy and obvious to stand more when performing this action.
I really liked the arcade-y feel of this one. This game just oozes retro style and I dig it completely. I think my only bit of criticism was perhaps making the grinds easier to execute, but that's about it. Once you get into the zone, this game is a blast. :thumbsup: