Space Dizzy by Mads
GAMEPLAY
You are on a broken space ship, with the gravity engine failing and changing direction every 10 seconds. In Space Dizzy it is your job to find the control room to fix the issue.
CONTROLS
- WASD for movement
- Space for jumping, double jumping available
- M for menu
- Use TAB and Page Up + Page down for leaderboard
LEADERBOARD
Space Dizzy has a leaderboard. Once you complete the final level, you'll be able to enter you name, and your best time on each level will be combined for your total time. Use the levels menu (press M) to replay specific levels if you want to improve your your time. New level records will automatically update your overall score.


Ratings
| Overall | 115th | 4.021⭐ | 26🧑⚖️ |
| Fun | 261th | 3.75⭐ | 26🧑⚖️ |
| Innovation | 197th | 3.792⭐ | 26🧑⚖️ |
| Theme | 129th | 4.188⭐ | 26🧑⚖️ |
| Graphics | 281th | 4.063⭐ | 26🧑⚖️ |
| Audio | 91th | 4.042⭐ | 26🧑⚖️ |
| Humor | 896th | 2.225⭐ | 22🧑⚖️ |
| Mood | 351th | 3.696⭐ | 25🧑⚖️ |
| Given | 10🗳️ | 10🗨️ |
@austin-sierra Hah. Dizziness is a feature, not a bug :sweat_smile: Thanks for the feedback.
@jag Yes. We get stuck sometimes too. I started happening in some the the later builds and we didn't have time to get it fixed as it is hard to reproduce. Thanks for the feedback.
@jakeyboijumpsuit Man, you got some skills. I had a new run this morning, and while I beat some of your times you are still 5 seconds ahead on your best one. Gotta git gut I guess. Thanks for playing :smiley:
Also I want to say that technical implementation is really cool)
Core machanic is great! It is so match to theme!
Great job)
Controls felt good, the character death--while obviously sad--was a fun explosion of pixels to behold. The music really set a cool vibe, sfx were great. Overall a very solid entry!
The level design also used the mechanics very creatively; impressive for a jam! I found most of the levels the right amount of challenging; the designs guided me to the correct path pretty well, but were still rewarding to complete.
I also appreciate that there was an intended path but the platforming mechanics and level design allow for many "shortcuts" if you know where to look. This was probably my favorite part of your mechanics, and I could see this being fun for speed running.
I had an annoying bug which (playing in WebGL) where my character would stop listening to input after an uncertain number of deaths. Because of this it took me 3 restarts from level 1 to get all the way to the end and I didn't have the heart to restart again when it froze on the last level :(
But I had fun playing even despite that, very nice entry :)
This vas very polished and the controller felt nice, like a propper precision platformer one.
@misha-levin Thanks. We spent a lot of time refining the player controller to make movement feel good in conjunction with the rotating world. Glad you enjoyed it.
@krakadushka Didn't have have time to focus on graphics so much this time round, so we tried to keep it simple. I did compose an actual piece of music, which was on my must-do list for this LD, because I rarely get the time. Glad you liked it, and thanks for the feedback.
@flaterectomy Thanks for the feedback. Not being able to see the entire map was definitely a conscious decision, although a tough one. It does make the puzzles harder as you have to not only remember where things are, but also anticipate actions of physics object (the purple boxes specifically). I see that some people made it through, but the difficulty might have been on the hard side. Thanks for playing though and thanks for the feedback.
@brovovar Thanks for playing :smile:
@milq Yes, the waiting for 10 seconds was a real problem. I played yours as well and while I did notice the wait (especially in the early levels) it was not really a big problem. We tried to solve it in our game by playtesting and giving the player something to do while waiting, i.e. clear a few rather easy platforms. Thanks for playing.
@keip Hah. I did write "This is the last level" and "Don't give up" on the walls on that one, but I guess I should work on my motivational skills :joy: Thanks for noticing sound and music, and thanks for playing.
@ogelgames Thanks for the feedback. Yes, the controller might have been slightly too twitchy. I was responsible for that, and even though @mads pointed out the same problem during development I never got around to look at it. Thanks for playing and for the feedback. Oh, and congratulations on Boomsticks too. Had fun with that :smile:
@macs Thanks for the feedback. We worked hard on the puzzles and difficulty ramp, so I'm glad you liked it. The 'intended' vs. 'fastest' route was definitely a design decision, to heighten replayability. Although replays are hard to hope for in LD it seems we at least hit one player with that (looking at you again @jakeyboijumpsuit :smile:). Sorry for the 'getting stuck'-bug. We saw it in late development, but didn't have time to fix it :cry:
@madr Thanks for the feedback. A good controller is so important in games like these and we spend a lot of time refining it. Glad you enjoyed the game.
@cobrajs Heh. Ending up outside of a level happened to us only a few times in development. As we dfidn't have time to fix the cause we made a collider outside every level that would kill you if you somehow ended up there. A terrible solution to a major problem, but I'm glad it worked in your case too :cold_sweat: Thanks for the feedback and notes about our use of AI. I feel that the grey area caused by the use of AI will grow over the coming years, and it will be interesting to see how the community responds in general.