Finest Urban Planning by Fnessa

[raw]
made by Fnessa for Ludum Dare 51 (JAM)

​The program controlling the city's Autonomous Relocation of Sleeping Enclosements (A.R.S.E) is malfunctioning, causing objects and buildings around the city to move back and forth every ten seconds. Sadly your Boss is not taking that as an excuse. Collect all the batteries around the district to complete your shift at the recycling company. But beware, don't lose your balance.​

Known ~~bugs~~ features: - When the objects move too much vertically the player might ~~bug~~ stumble off the platform. - When the objects move too much vertically the player might ~~bug~~ break through it, like in a youtube fail compilation. - When you fall off a building you might ~~get stuck on~~ desperately hold on to a window, which leads to you ~~accumulating velocity that shows once you fall off~~ becoming more aerodynamic, causing you to fall faster.

Unknown bugs: - We don't use mac or linux, so they might not work, since we haven't tested them.

Ratings

Given 3🗳️ 6🗨️

Feedback

LDJam user 299757
03. Oct 2022 · 22:08 UTC
Vibing to music and running around a messed-up city collecting batteries, can't get much better than that
Igor Morgun
04. Oct 2022 · 14:54 UTC
Music too gud
tylerstraub
04. Oct 2022 · 20:13 UTC
Like the vibe, a lot of the platforming can be really frustrating though and the sensitivity (on 800 DPI) was insanely high. Music is on point though
Pete Thorne
04. Oct 2022 · 20:16 UTC
I'd love to play but the Mac version wouldn't open for me on my M1. What game engine do you use?
🎤 Fnessa
05. Oct 2022 · 08:23 UTC
@pete-thorne We used unity. Sadly no one of us owns a mac, so we weren't able to test it for mac.
Elros
05. Oct 2022 · 08:44 UTC
Nice idea and nice execution, I enjoyed running around collecting the batteries. Well done!:)
Enjl
05. Oct 2022 · 11:13 UTC
Very ambitious, making a cycle-based 3D platformer in this short a time. It's a little rough, but it feels like it's just a polishing step or two away from being very enjoyable. The camera sensitivity in fullscreen in particular seems like the biggest hurdle to getting into this, as it is way high. Still, a very good result given the difficulty of the task at hand!
mrchip
05. Oct 2022 · 11:28 UTC
Love the use of the theme

i wish there was some sort of indicator just before the things move

Some way of indicating which way each object moves, and a clear visual difference between movable and non movable things, would have made gameplay much more accessible

The windows/doors can be somewhat exploited, but you already know that
BeetleBox
05. Oct 2022 · 11:51 UTC
It was a little difficult to tell when things were about to move - which is fine most of the time, as I can simply wait until a move occurs, and then I know I have time. But there were some platforming areas where it was crucial to make a jump precisely at the moment a move occurred, and these bits were a little less fun to play in.

I would have also liked to have been able to tell which objects are supposed to move and which aren't (as in @mrchip's comment above). I spent about 30 seconds waiting for an elevator-like platform to move up, confused as to why it wasn't working, before I realized there might be a chance that this platform doesn't move at all.

The level design felt a bit all over the place, but each separate platform was very nicely designed. (I specifically enjoyed the hollow platforms that you could either walk inside of, or jump on top of).
saintchristopher777
06. Oct 2022 · 17:57 UTC
Music _too_ catchy :-D

Good 3d framework. A bit awkward to navigate - I guess partly by design! Def needs polish, but it's impressive for a jam!