Delay Dragon by dindotjs
Delay Dragon is a game about a dragon shooting fireballs to traverse an erupting volcano. You must rescue your eggs, but there is a wall of lava coming for them (and you). You can use your fireballs to delay the lava, but it is inevitable that it will reach them.

Controls - A/D to move, Space to jump, Arrow Keys to shoot fireball

- I changed the shoot key from Shift to V since people were getting pinkie pains (I'm 99% sure the rules allow this)
- Changed aiming controls to just the arrow keys, and kept movement as WASD, so shoot and movement can be done with separate hands. I hope this will allow people to experience the whole game without the frustrating controls!
| HTML5 | https://dindotjs.itch.io/delay-dragon |
| Unity Project File | https://dindotjs.itch.io/delay-dragon-source-code |
| Original URL | https://ldjam.com/events/ludum-dare/50/delay-dragon |
Ratings
| Overall | 66th | 3.935⭐ | 33🧑⚖️ |
| Fun | 74th | 3.903⭐ | 33🧑⚖️ |
| Innovation | 139th | 3.694⭐ | 33🧑⚖️ |
| Theme | 298th | 3.661⭐ | 33🧑⚖️ |
| Graphics | 34th | 4.306⭐ | 33🧑⚖️ |
| Audio | 68th | 3.855⭐ | 33🧑⚖️ |
| Humor | 191th | 3.232⭐ | 30🧑⚖️ |
| Mood | 187th | 3.5⭐ | 33🧑⚖️ |
| Given | 9🗳️ | 14🗨️ |
Very nice art and sound though.

The last level was like murder by carpal tunnel, but i got there in the end.
Well done!
PS : you can patch, correct bug, add export to other support, just don't add content in the voting period.
That was hard! But what a blast. I really hurt my pinky playing this and ended up using my left hand for arrows and right for shift. I wish the right shift key worked like the left. The art was fantastic. The difficulty level was perfectly challenging. I just had a lot of fun. That "aha" moment when I realized I can go higher by aiming the fireballs down was epic. Thank you for the game!
Other than that, great work!
Everything else was good though.

Pros:
- Simple, clean, warm graphics.
- Good level design and catchy traps
- Good that you actually start the run after moving the dragon
- Neat 'fireball-jump' mechanics
- Simple, yet effective soundscape
- tutorial at 1st level is a plus
Const:
- Oh god the wall-fireball-jumping controls. They break the flow to a point you become frustrated. A big miss on that part
- The actual controls mapping keys are very close to each other. Rather unintuitive to use, at least from my part
A pleasant and enjoyable experience. Excellent job!
Thank you all so much for playing and leaving feedback!!
First thing I get that the controls are still pretty bad. I think this is the last time I will change them as after this I'm very much pushing the boundaries on what's allowed. I think the fireball aiming should be independent from WASD, and instead should be controlled by the arrow keys (so one hand isn't doing everything). I'm going to make pressing any arrow key shoot a fireball in the opposite direction, and that should (hopefully) fix the issues. I really want people to be able to experience the game how I wanted them to without getting bogged down in the controls, as it seems that a lot of people here like the concept but are put off by the controls.
I'm super happy that so many people liked the art! I spent probably too long making the art, and I was pretty happy with it after I made it (the character especially :D). Celeste is definitely a massive inspiration for me, and I'm trying to follow their philosophy of helping the player in every way you can, especially on this game.
The level design is something I wanted to get right - I didn't want it to be one of those platformers where you basically just jump over barely different gaps for the whole game. Celeste and various other great games were also definitely a big inspiration here too (Maddy Thorson has a very good GDC talk about level design). The GMTK youtube channel also has some v good resources for level design.
Sound isn't my speciality (but I want to get better) so I basically powered through sound effects and music to the best of my (lacking) ability. I'm pleased the audio went down pretty well with most people :)
Yeah, I think this character is now canonically Tabaluga the Dragon. (Also I only just realised I forgot to give the dragon a tail... thankfully nobody noticed)
I expected like 6 people to play this because of just how many games were submitted, so I really can't thank everyone enough for taking their time to play my game!! :D
I probably won't get a second chance with most of the people who played, but hopefully new people coming in should have a much better experience.
If you're leaving feedback, please tell me about how you found the controls.
The graphics are amazing, it's really cute. The controls feel good.
I like how you guide the player for the first fews steps and then we have to figure out the best strategy for the levels.
Really good job!
With that being said, the gameplay is pretty simple, easy to pick up, though I did have one bump, namely at the first level, when I was trying to jump over the spike pit using the fireballs. From there, the obstacles got more challenging, especially when my muscle memory is starting to adjust in jumping on the left, but the lava made it before I did!
The graphics are a highlight, with the wonderful pixel art, especially with the character design of the dragon, the fireball gauge, and the lava contrasting well with all of the brown, warm palettes of the environment. The music's pretty solid, though unmemorable.
The potential of 2D in Unity is underrated, and this game brought out the best of what it can do.
Overall, this game's challenging, but a good one! :thumbsup:
I thought the dragon design was cute and well animated. The graphical style in general is pretty good and has a nice cartoony style to it. Fits well with the upbeat and bouncy music you've got going on. Also, the animation for resetting a stage is pretty humorous, nice work there.
Controls were good. It took me a moment to get the hang of using the fireballs to traverse the stages, but it was a cool idea that worked well once I did. A funny thing of note, the lava wall won't start moving until WASD or Space are pressed, so it's possible to navigate a fair bit into some of the levels just by using the fireballs. Definitely isn't necessary to complete any stage, of course, but it was fun to play around with.
I felt that the levels ramped up in difficult pretty smoothly, with the last level being tricky but certainly manageable (though the speed at which the wall was moving was pretty startling at first XD). I do wish that there were more levels to the game, as the "Thanks for playing" screen came up just as I was really getting into the game. But it's always nice to see a fun, short, polished experience.
I noticed that there was the ability to shoot fireballs upwards, which I assume was just a consequence of the way that the shooting mechanic was designed since it wasn't used anywhere. I wouldn't know what would be a good way to use it, but it would be cool to see an iteration on this game in the future to see what sort of levels you could come up with using the mechanics with more time to play around with design.
Great work on this entry. It was really enjoyable!
Also, the dragon is cute, generally nice visual art.
The platforming controls with the dual use of shooting at the wall to hold it back and propelling yourself forward were pretty interesting and something I haven't seen like this before. Nice work :)
One thing that bothered me a lot was the paralax scrolling. I'm not sure what's going on, but sometimes the background just flickered in a weird way. :/
Anyways, it'sa solid entry.
This game is trickier than it looks! I'm glad I was able to finish it though, once I got the hang of it, it was pretty rewarding!