Operation Slow & Steady by smubear
Created for Ludum Dare 50: "Delay the Inevitable"
You're immortal! Fantastic. However, there's something on your mind in this world; something that needs to be contained. Since you have nothing but time on your hands, you dig deep underground to contain it. But what if, oh, I don't know, you forgot to lock the box?
Controls:
Left/Right or A/D - Move
Space/W/Up - Jump
Jump while on Wall - Wall Jump
Move into Box - Push

| Link | https://heckin-doggo.itch.io/operation-slow-and-steady |
| Original URL | https://ldjam.com/events/ludum-dare/50/operation-slow-steady |
Ratings
| Overall | 777th | 3.472⭐ | 20🧑⚖️ |
| Fun | 680th | 3.389⭐ | 20🧑⚖️ |
| Innovation | 1283th | 2.528⭐ | 20🧑⚖️ |
| Theme | 1211th | 3.056⭐ | 20🧑⚖️ |
| Graphics | 1183th | 2.778⭐ | 20🧑⚖️ |
| Audio | 793th | 2.944⭐ | 20🧑⚖️ |
| Humor | 393th | 3.472⭐ | 20🧑⚖️ |
| Mood | 1062th | 3.111⭐ | 20🧑⚖️ |
| Given | 15🗳️ | 13🗨️ |
The gameplay was fun and the levels were well designed. The movement controls felt pretty good (though perhaps a little bit floaty). The audio was a bit glitchy for me, though.
Overally, I enjoyed this game a lot! Well done.

I love the MSPaint aesthetic! But everything should have been the same style, now there was a mismatch of two different styles, the paint one and the more pixel arty style of the environments, boxes etc. The simple but very effective character animations too! Could spice them up a bit more by adding some squash and stretch.
The space key icon is flipped upside down by the way. Usually space is depicted as |______| instead. Took me surprisingly long to figure out what that picture meant... :sweat_smile:

The ordering of the sprites seemed to be a bit all over the place. Snail walking behind doors etc. Didn't look quite right. Also the sliding doors looked a bit glitchy with the boxes on em. Ahh, that's probably cause the doors are actually straight up on/off and the opening and closing animations are just visual. Noticed this in that level where you drop the box on the button right next to the end door. If the door opening was the same as the animation, you could just open the door by standing on it and then quickly running through.
The controls were pretty damn good. Really a rarity in jam games so kudos on that! The jump felt good and weighty and even the wall jumps were smooth and nicely controllable. The only thing is that the falling speed should probably decrease while wall hugging.
It's always annoying when the game is completely playable with keyboard but you need to use mouse for menus and restart. Especially if the difficulty were to increase, this would become a huge annoyance on restarts.
You could skip a portion of (I think it was) level three by just ignoring the boxes and going up to the door with wall jumps instead.
The second to last level was a bit tedious with that much repetition. Biggest annoyance on it actually came from not seeing the snail off screen and then dropping on straight on it. So it would be nice to have some indicator on the edge of the screen pointing towards the snail if it wasn't visible. Other thing was the amount of buttons and getting confused on what triggers what. Easy solution here would be to have a visible cable connect between a button and whatever it controls. Both of these changes would keep the difficulty of the level exactly the same but just save some stupid mistakes and time waste.
So yeah, fun game. Not the most innovative one in the world and the theme connection was a bit of a shoehorn. In the end it did leave me wanting for more so I guess that's a good sign. Good job! :thumbsup:
I'm glad you mentioned the keyboard controls being something we needed, because they did exist but I didn't mention it at *all* and thats my bad. R should restart a level once in the menu, and esc opened/closed the menu. I was also not aware that the space sprite was flipped, sorry for the confusion there!
I also appreciate the level design advice as well. While the part in level 3 where you can skip the boxes was an intentional alternate solution, I guess it felt more like cheesing the designer rather than a clever platforming skip. I appreciate the insight. And the advice for the second to last level will certainly be taken into account. I felt as though it needed some sort of visual indicator for the snail but wasn't sure how to implement it so just kinda left it out, but that probably made that level annoying rather than difficult.
Overall I very much appreciate your immensely thorough review. I don't think I've ever recieved such awesome constructive criticism before, and in such depth! I hope I'll see you again in the future. :)
Also nice music! Good take on the theme. Thank you!
Really enjoyed this take on the theme!