Eye of Skozrack by Echo GameWorks

Fling yourself, a warlocks eyeball, to safety through sewer drains. Go deeper and deeper to get to safety.
Controls: Click on the eyeball then and drag the mouse away. When you release the click, it will fling the eyeball in the opposite direction.
Post Submittal Updates: - 5/3 - Tweaked 2 levels' layouts to be way more forgiving.
Features I wanted to implement but ran out of time: - A 'golf counter' to see how many times you flung yourself - A better aiming reticle for both direction and power - More interactions (buttons, doors, etc)

| Link | https://github.com/EchoGameworks/ludumdare48 |
| Link | https://echogameworks.itch.io/eye-of-skozrak |
| Original URL | https://ldjam.com/events/ludum-dare/48/eye-of-skozrack |
Ratings
| Overall | 313th | 3.619⭐ | 23🧑⚖️ |
| Fun | 444th | 3.333⭐ | 23🧑⚖️ |
| Innovation | 498th | 3.119⭐ | 23🧑⚖️ |
| Theme | 540th | 3.429⭐ | 23🧑⚖️ |
| Graphics | 187th | 3.881⭐ | 23🧑⚖️ |
| Audio | 31th | 4.095⭐ | 23🧑⚖️ |
| Humor | 81th | 3.667⭐ | 23🧑⚖️ |
| Mood | 128th | 3.833⭐ | 23🧑⚖️ |
| Given | 29🗳️ | 24🗨️ |
- great mood (music, sound, colors)
- fun game
Improvements:
- A progress meter showing how many levels are left in a biome might be useful (or might break your concept here)
- I noticed the levels aren't really arranged in difficulty; I went from a very difficult level to a very easy level at one point
- a 'golf score' might be a fun component to give as feedback to the player as well as best score and current score for each level
- I ragequit somewhere in the 2nd biome so maybe I missed it; but a adding a new mechanic half-way through would be a nice changeup and add some complexity as the player progresses
Bugs:
- didn't find any
Great game!
I think the last level is a bit too hard, as I almost gave up (and it seems the other players commenting gave up on the same area). It would also be nice to have some sort of direction indicator, as it is common in pool / golf games, especially if you're going for this tough-as-nails level design. An arrow near the circle pointing to where the eyeball will be thrown at should be enough.
The atmosphere, mood, aesthetic, pixel art, SFX and music are perfection to my eyes and ears, and I laughed out loud with the premise. I had a lot of fun and played it to the very end. Great entry! I'm impressed that you made this in 48 hours! I hope you keep working on the game as I'd love to go back to flinging that charming eyeball in all sorts of places :sweat_smile:
Some of the levels were unreasonably unforgiving. Making a mistake often meant getting hurled into an even more difficult challenge, and making a mistake is very very easy. As well, the seemingly uncontrollable bounces make some mistakes easier than easy, entirely unavoidable.
The opening cutscene sold me on the theme. I don't generally score high on theme when the only aspect of the game that fits it is the framing, but there was meaningful effort in the framing that actually added something, and that I appreciated.
I loved the sound, and the art, simple as it is, works well. I appreciated all of the little touches of polish, like the screen shake, the illumination around the eye, and the level transition.
IMHO It will be great if there will be some kind of challenge component (maybe turns counter) and moving obstacles.
However it was funny