Timeflight Alpha by Quinn_Patrick
Time flies when you're having fun!
Controls:
Arrow Keys: Move
Hold Z: Shoot (Should be the key next to left shift on international keyboards.)
Hold Shift: Dash
The object of the game is to blast everything, advance to higher levels, and score points. To do this, you must collect the items dropped by the asteroids you shoot.
The item that flashes "GET IT" is required. There is one per level, and only one asteroid has it. Once you get it, you will advance to the next level when time runs out, but only if you are in the base.
The spinning hourglass adds more time to the clock. The later the level you are in and the longer you have been in that level, the less time it will add.
The upward arrow item upgrades your gun by one level for ten seconds, up to level 3. When the ten seconds run out, it drops one level. If your gun is already at level three, it resets the ten seconds.
Here's the catch: you score bonus points when the level ends based on how long you delayed it for (by collecting hourglasses). It is inevitable that the level will end, but if you delay it for as long as possible, you will score massive points!
If time runs out and you either are not in the base, or you don't have the "GET IT" item, the game is over.
My high score is 11,134,500. Let me know if you can beat it!
Try playing with headphones on!
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Changelog:
Version 1.0.1: Implemented a change that should fix the bug where you sometimes get Game Over'd even after meeting all the conditions to advance to the next level. If it still happens, idk what to do.
| Link | https://github.com/Quinn-Patrick/ludumDare50 |
| Link | https://quinn-patrick.itch.io/timeflight-alpha |
| Original URL | https://ldjam.com/events/ludum-dare/50/timeflight-alpha |
Ratings
| Overall | 188th | 3.657⭐ | 53🧑⚖️ |
| Fun | 102th | 3.804⭐ | 53🧑⚖️ |
| Innovation | 447th | 2.99⭐ | 53🧑⚖️ |
| Theme | 401th | 3.431⭐ | 53🧑⚖️ |
| Graphics | 372th | 3.265⭐ | 53🧑⚖️ |
| Audio | 139th | 3.627⭐ | 53🧑⚖️ |
| Mood | 310th | 3.245⭐ | 51🧑⚖️ |
| Given | 87🗳️ | 128🗨️ |
Tough one but kinda my jam, really cool sound and music, input feeling was really nice, super polished game, loved the different shooting types.
Thanks a lot
My score: 10500
Good job!
The controls are crisp, and I love that hitting the walls spins you out for a bit, a modest penalty instead of straight-up losing. The tension between getting power ups / points / returning to base is very clever. Graphics and SFX are good, as is the music. Nice work!
I think the hour glass could be bigger, I didn't notice it on my first try
Sorry for writing a novel. I put a ton of thought into this mechanic, and I like sharing my process. Thanks for playing the game, I'm glad you liked it.
I did find the powerups a bit small.
I think I ran into the bug you mentioned in your changelog, I thought I'd grabbed the doodad but still got game over.
The gameplay itself felt pretty smooth. The controls were a bit tricky, as I found myself trying to time my motion into a stop-and-turn that would align my shot with a target, and I never got fluid at it.
OK I just went back to play again and try to understand my issue better. My problem was rolling through the diagonal.. I'll try to explain: as I approached alignment with a target, I would snap the ship over 90 degrees a tad early so that I could drift past through alignment while firing and strafe them for a hit. This worked great if I released one movement key, and then pressed the second one, producing a direct 90-degree turn. But more often I would roll my fingers through the diagonal, having both keys pressed for a moment. This would round out my corner and cause me to be at a 45 as I passed the target, which felt like I'd overshoot the target before completed my turn to line up the shot.
I guess that's just user error and something I would get better at with practice!
Anyway this was conceptually interesting, fun, and had a jammin' feel. Nice entry!
https://www.youtube.com/watch?v=4YpXlNnSS0s
Definitely one where you try and beat your score each time!
Great project!
Also, I think the reason why the button layout worked for you is because I used the Unity input system, which gives the options to map controls based on US keyboard layout, rather than character. I'd be interested to see if it works that way for everyone's keyboard, but I'll update the game info to let people know that it will probably work on international keyboards.
The aiming is something that a lot of people brought up, but I've been pretty adamant on the choices I made. By tying shooting direction to movement direction, it encourages the player to move around more. With twin stick controls, they may be encouraged to sit in one place and just aim, which would be less engaging. In post compo stuff, I may incorporate analogue joystick control as a compromise, so you have 360 degree aiming and movement. Alternate control schemes was actually a feature I was weighing in the closing hours, but screen shake and alternating level layout wound up getting in instead. With more time there would have definitely been work on that.
It doesn't look like you ever realized that the gun powerups stack, so to get the spread gun you have to collect a powerup while you already have one. I never realized that some people may not find that obvious, and I think I'll update the description to reflect that.
I'm so glad you enjoyed it! Watching other people have fun playing my games is one of my favorite things.
I think I did realize the gun power stacking, maybe not in the heat of the moment (that heat is also increased quite a bit by streaming ^^), but in the back of my head I was still aware, I think. I guess I just didn't really go for it because everything was quite frantic and I just enjoyed the first powerup a lot already :) and maybe also because the pickup items are a bit small and easy to miss when you're in the action.
I like to design games this way, where is feels random to new players, so that they can attribute an initial lack of success to random chance, but as they improve they pick up strategies to play the odds, and can achieve somewhat consistent success despite random elements.
I hope you can come back to it armed with this knowledge and enjoy playing as much as I do. If not, I'm not sure what to say, since your core complaints seem to be with arcade-style gameplay in general, and not with any decisions that I made.
Also, the decision to spell out the games mechanics clearly at the beginning is rooted in experience. I always try to convey through gameplay, but I also understand that a large proportion of players will inevitably fail to understand, especially in a game like this with complex rules.
Here are some suggestions:
* I'd love to play this with an analog controller. Aiming was a bit frustrating, I think analog controls help with that
* Finding "the GET IT" felt a bit random and luck-dependent. I'd prefer if this was less so.
* As much as I love the "delay the inevitable" mechanic you created (and I do!): who cares for high-scores these days? :stuck_out_tongue_winking_eye: Alright, half kidding, but I'd really prefer if the bonus was not in score but in something else that affected gameplay. Like, longer lasting power ups on the next level. Or maybe allowing to "spend score" to buy different power ups (item magnets, a "GET IT" detector, armor, moar guns...) I can imagine a super nice game, with more variety than one can make in 48 hours by following this path.
Kudos again, nice one!
PS: Your user name didn't sound totally unfamiliar. Now I know. Send my best wishes to Brubnar! :wink:
One interesting thing, my first run, is that I actually totally missed that I had got the objective when I lost. That is--I had apparently collected it, but somehow I completely did not realize until right before I ran out of time. I don't think this is a serious problem with the UI indicator at the bottom, as it's probably more my mistake than anything, but it is I think somewhat interesting that I somehow was completely blind to it for a minute there.
Another interesting thing is that it seems like finding the GET IT is possibly quite random. My first run I got through level 4 and had collected the GET IT on level 4, but on my high score run I had a very hard time finding it on level 3 and could not find it on level 4 at all. (Note: I had read your above comment about how the GET IT spawns at this point).
I really like how the hazards in this game are implemented as bouncing the player ship around. This works really well, I think, as there really doesn't need to be anything but the time pressure driving the difficulty. I also think this helps make the single-stick controls work better, as it is much harder to use single-stick controls when you also have to dodge enemies and use more precise movement.
So overall, very nice entry.
Something else is that I kept confusing the signs for the upgraded gun and next level (so I got this new gun and hurried to the base, only to die with it). Not sure if this was just me? If they could be a little more different, or maybe use different colors, it would be easier to differentiate.
Anyway, super nice entry, and wow -- done in the Compo!! Congrats!
Darn, nowhere near your score. Oh well. I liked this a lot. One issue I had was that my vision isn't the best and it was hard to see the gun enhancing pickups sometimes.
I did rather enjoy having the gun pickups though when I could see them. Who needs aiming when you have Gun 3, muhahahhahahahahaha.
I liked how the ship spun around when you hit the sides or an asteroid, because then my shots went all over the place. It was especially satisfying with Gun 3. B-)
I liked the intricacy of collecting time delays to add to your score later.
The music, sound effects, and screen shake all worked together well. Good work!
* Allow for more precise direction controlling instead of only in 8 directions. Not quite sure what the best things would be, but I think one would would be to make the arrow key slowly turn you in that direction instead of instantly.
* Add a clear instruction on the screen "Find the thing and bring it to the base!"
* Show bullets exploding when you are inside the base, otherwise one might think the shoot button is broken
* Make the game a bit easier
* Somehow help the player find the thing otherwise it's just random searching and luck
But anyway, good job!