Anonymous VS Death by lokt02
In this game you play as anonymous that has been cursed by Death. He can live only few minutes outside his house. Moreover Death took all gingerbreads in AnonymousLand (anonymouses like gingerbread, especially Tula) so you just need to defeat it. Luckily you have bombs for it. There are some plot features such as your diary where you can know what is happening.

Feature of my game is that instead of your life or hitpoints you have time. It isn't so different but anyway. You can gain life time or lose it and every action that you do to live longer is delaying the inevitable. Thats my implementation of LD50 theme.
Controls: A D or left/right arrow - movement W or up arrow - jump E - act Space - bomb
To pass level you need to destroy special boxes. I did not have time to do something less silly, sorry. When you defeat Death you win in the game.I also added score system in the game. This is useless but you can share your results if you want to.
I spent so much time on waiting for Unity loading, compiling and building and I every time faced with errors or bugs. I hope this version of the game without bugs so you can enjoy it (if it is possible).
Used sounds were downloaded from Zapsplat.com.
Used music: * Ultra Instinct Theme * Padre - Bad Arthasich * Gorillaz feel good inc remix Gachi mix * Ой, так нравится - Долбиться в задницу
Changed Compo to Jam recently.

| GameJolt | https://gamejolt.com/games/AnonymousVSDeath/706326 |
| GameJolt (HTML5 Web)(yeah, this is same link) | https://gamejolt.com/games/AnonymousVSDeath/706326 |
| Original URL | https://ldjam.com/events/ludum-dare/50/anonymous-vs-death |
Ratings
| Given | 8🗳️ | 5🗨️ |
For physics / controls, I found that everything felt too floaty, especially my player character. Walking and jumping around felt difficult to get good player placement. In a game that is heavily position-specific, the feeling of running and jumping around is the most important thing to make feel great.
The other issue I had was "knowing the health of things". I had died several times after blowing up the special boxes, but I wasn't sure why? It simply says "You died :(". This would be fine if I had a health bar that was ticking down or something, but I couldn't find such a thing :o:
Ironing out these two things would make a big difference.
Nice work on this project!
So umm, where to start even...
First I thought that the bomb double jumping wasn't intended mechanic as it made the stages pretty much trivial. But then I reached the final level (I think as I didn't manage to beat Skeletron) and seems like it was indeed intended as there was no other way up.
The controls didn't feel great. As a platformer it got stuck on edges and so on but it didn't matter as much as I was always just holding jump and flappy birding around dropping bombs on fools.
The zoom mechanic was completely pointless in my opinion. Well at least you could remember the zoom level the player had set so I wouldn't need to fully zoom out on the start of each level/run. But why would anyone ever be less than fully zoomed out? And same goes for the map, you could have the it remember the level the player was on. Those two annoyances were probably my biggest deterrents with repeatedly trying to beat ~~Skeletron~~ Death.
And the boss design next then! Broke some cardinal boss design rules here. The swings were completely untelegraphed ie. unavoidable and up to luck really. Didn't feel like there was any pattern and the boss might just randomly swipe you to death at any point where ever you were. Or maybe it's just my old man reflexes not being quite up the par for the task.
On your next project, familiarize yourself with Unity's canvas scaler component that is automatically added to each canvas. You can use it to make UI elements be proportionally sized so they won't be like 50% of the screen on non full screen mode as they are now.
Haha I completely feel you on that "waiting for Unity compiling etc" stuff. Feels like assembly reload has gotten awfully slow for any non nearly blank project since like few years ago.
Might wanna revise yourself with the compo rules at least on the using existing sounds/music part. Don't see any link for sources either unless they're included with the Windows executable.
Anyways, good job! :thumbsup: