Collapse by epb9000
Get T-712 to safety, only a small number of platforms are stable. Everything else eventually plummets!
Small Post-Compo Update: To address a UI bug - music toggled by the jump button - space is no longer considered part of ui_accept. No other bugs were harmed in the making of this update, and were left alone as nature intended.
Level 3:

Title Screen:

Notes: Level 7 was totally unplanned, sorry it and it's music is so short.
Ratings
| Overall | 223th | 3.579⭐ | 21🧑⚖️ |
| Fun | 135th | 3.711⭐ | 21🧑⚖️ |
| Innovation | 427th | 2.917⭐ | 20🧑⚖️ |
| Theme | 282th | 3.553⭐ | 21🧑⚖️ |
| Graphics | 243th | 3.5⭐ | 22🧑⚖️ |
| Audio | 66th | 3.816⭐ | 21🧑⚖️ |
| Mood | 202th | 3.395⭐ | 21🧑⚖️ |
| Given | 30🗳️ | 18🗨️ |
Fun, and I love how it looks.
Really enjoyed the puzzle elements, and there was a certain grim satisfaction when I finally got some of the more timing-based bits done. If you made a load of puzzle-y levels and slapped them in a mobile game you'd keep me amused for hours!
Also a fun little bug: on Linux at least if you click the button to stop the music it keeps keyboard focus, so every time you press space to jump it gets toggled. So you end up playing the unstable-themed game with unstable music :laughing:
@chameth - it might actually become one if I can figure out a control scheme that works well on touch screens. I don't like just overlaying a D-pad, but I do have some ideas. I've got a mobile-first puzzle game I've been working on-and-off on over the last year or so too.
@bougiebirdie Thanks! I was originally going to have one song but went kinda overboard. Level 7 only got made because of Run. Was aiming for ending screen music, ended up with ominous boss music and was like "I _HAVE_ TO USE THIS"
@mathiouza Thanks much, a ton of time went into the levels. (And I still made mistakes) Fall Faster is probably my favorite song too.
I'll give everyone's games a play+rate tomorrow.
I think this game would have benefitted a lot from the player having some amount of control over their jump. I mean I got used to the jump while playing but it never really felt good, more like I was adapting to the jump mechanics. Maybe this isn't entirely a bad thing, idk.
@lone-wolf Thanks! I'm glad you enjoyed it.
I thought the graphics were simple, yet effective. Everything was clear and very distinguishable, and it was satisfying to look at. A few of the jumps felt a little unfair as the player had no control over the height of the jump. I think that is something that could be improved. The music was awesome, but it made me feel like I was in a forest rather than a robot in space :D. Still, I loved it.
Overall, I thought the game and its 'unstable' mechanic were well executed.
Some of the jumps require pretty tight timings - were there any that particularly stood out to you?
This timed jump sequence here?

I used the fixed jump height as part of the challenge here - waiting for the platform to fall and then jumping off at the right time - but some control would probably make it a little more forgiving so timing doesn't need to be quite so precise.
Unfortunately I had to give up on level 3 after about 10 tries. It's too hard, because I have no idea what to do and there are no save points.
Still, very good entry for a Compo game. Well done!