Elevator Ninja by Loig
Use your moving skills to survive the fall of an elevator.

This game was written in Go, using the Ebiten library.

Ratings
| Overall | 329th | 3.607⭐ | 30🧑⚖️ |
| Fun | 175th | 3.776⭐ | 31🧑⚖️ |
| Innovation | 578th | 2.983⭐ | 31🧑⚖️ |
| Theme | 190th | 3.966⭐ | 31🧑⚖️ |
| Graphics | 401th | 3.517⭐ | 31🧑⚖️ |
| Audio | 130th | 3.776⭐ | 31🧑⚖️ |
| Humor | 39th | 3.931⭐ | 31🧑⚖️ |
| Mood | 372th | 3.375⭐ | 30🧑⚖️ |
| Given | 39🗳️ | 51🗨️ |
@liammasters indeed, you probably are right about the difficulty curve. I think difficulty is something very difficult to deal with in jams: time lacks for making other people test the game… so it is adjusted to my taste only.
@zim I chose to make the player restart from the beginning because the game is very short and I felt it was a good way to increase the challenge a little bit, while still making the game beatable in a few minutes.
I like the idea to have several games into one. Well done! Quite challenging for me and my lake of skill but I pass the first lvl!
The difficulty was just right for me, I wasn't expecting there to be a second section so that was a nice surprise. The short story at the beginning was a nice intro and the music really helped create a light humorous vibe.
As for improvements the sound effects could have been better, the sound of the rocks hitting the platforms felt too loud and samey. Also, it would have been nice to see particle effects when the rocks break.
Was still a fun experience, thanks!
@vasco-freitas sorry for the disappointment, this was inspired by NES era games for which you had a wonderful cover, at best vaguely related to the game. Also, I agree that particle effects would have been nice, unfortunately it was a bit too much to make in one weekend (I am using a library that basically can display images and play sounds, that's all… so programming particles would take some time. I guess that not having such things easily accessible is the counterpart of the fun I have programming everything from scratch).
Well doing it with such a basic library makes it all the more impressive. I of course understand the time constraints, my suggestions were just what I felt would be the next things needing improvement.
Are all the gems in the second level obtainable? It seems like some are placed just to tempt you to die.
Overall, great work!
The counter is, by choice, at the end only (it gives you the number of gems you got and the total number of gems in the game). The goal of it is to push the player to try it again by showing that there is a fixed number of gems and all are reachable.
The rocks "48" is also weird and fun, and made me die the first time because I thought it was a bonus.
I did not managed to reach the end, partly because of lazyness to restart at the beginning, partly because I fell on the left side at the beginning of the spike part, and the good path was on the right side. I imagined I would have to learn the complete good path by trial and error, and was not motivated enough to do it.
I did not understand immediatly what was the big brown shape above the hero on the second part, then I realized it was just his backpack.
"Ninja !!"
It was really fun, good luck!
@jin9310 Yes, it is possible to reach the end of the game, and there is a little endgame animation. There are five screens to deal with in the falling part (including the first one with no obstacles). It indeed requires to be quite quick moving left and right (and I agree it may be too difficult, as it seems to be hard for many commentators). You have some margin though: the collision detection is voluntarily not too strict so you can move a bit before your head is below spikes or after your feet are above it.
Also, the introduction seemed very slow paced, especially compared to the brisk feel of the rest of the game.
Nice art though - hard to make clean colors with hand-drawn shapes look good, adding shadows really helped.
Also nice intro - it must have taken a good chunk of time to create.
Sounds and character poses were really fun - added a lot of hilarity to the game.
Drawn button are a nice touch to explain controls without text.
Fun, fast elevator music, with a nice shift after first part. Also nice asset utilization slowing it down for end of game screen.
Overall, the game has a lot of content and flavor, it was fun to play.
I never made it to the end, so I don't know if the gems actually matter at all. It would be nice to display the gems collected on the death screen though.
The graphics are nice, and I love the various poses the guy makes when dodging attacks.
@msipp27 @100th-coin I agree that I probably should have put a checkpoint at the beginning of the second part of the game. However I did not for two reasons: the game is quite short (maybe a solution would have been to shorten the first part of the game so that it is not boring to do it multiple times) and with such a checkpoint one can no longer voluntarily die to restart if she missed a gem just before this second part (but this could have been dealt with in other ways than having no checkpoints, it's just that I did not find these ways during the 48h of the compo).
@100th-coin Regarding the gem count, it appears at the end, also displaying the total number of gems that can possibly be collected, as a way to convince the player to try it one more time. But I agree that an always visible counter or a counter during the death screen as you suggest could have been a good idea.