Balloon Time by pkenney
Started this one with no plan beyond, "The ten seconds will be a clock arm moving, and the position of the clock arm should mean something to the gameplay."
And then I just winged it from there, and this is what came out!
Hope you enjoy.

| Link | https://savagehill.itch.io/balloon-time |
| Link | http://savagehillgames.com/LD51/LD51EveryTenSeconds-BalloonTime-Code.zip |
| Original URL | https://ldjam.com/events/ludum-dare/51/balloon-time |
Ratings
| Overall | 169th | 3.563⭐ | 26🧑⚖️ |
| Fun | 199th | 3.417⭐ | 26🧑⚖️ |
| Innovation | 65th | 3.833⭐ | 26🧑⚖️ |
| Theme | 343th | 3.313⭐ | 26🧑⚖️ |
| Graphics | 188th | 3.604⭐ | 26🧑⚖️ |
| Audio | 309th | 2.854⭐ | 26🧑⚖️ |
| Humor | 174th | 2.896⭐ | 26🧑⚖️ |
| Mood | 225th | 3.25⭐ | 26🧑⚖️ |
| Given | 14🗳️ | 31🗨️ |
The first run was simple enough. I actually thought "interesting, this is probably the easiest pkenney game yet." But then I saw the score screen and realized the horror. HAVING TO HIT EVERY BALLOON CHANGES EVERYTHING!
Failed the 2nd attempt but got it on the 3rd:

The game seemed tuned juuust good enough because you had to learn a few execution tricks as well as better strategy. What stands out about the game is that as the balloons come up, you're doing a lot of calculations actually (this feeds into the grokkability of the game). You're predicting the positions of the balloons based on their color, predicting where you'll be when the heights are right, and then quickly coming up with a basic flight plan to handle that. This was VERY cool. Simple and effective mechanics that have depth when combined together.
Very fun game. I wonder what it would be like with harder levels when the clock spins even faster. I think those calculations would get very intense, even without changes to the balloons. Not to mention just being able to stay on the platform naturally. Spinning too fast of course, would force people to just jump in the air a lot and land when the platforms come around again, so it'd be a balance of speed.
Really simple but effective game! I really dig the graphics and the art style. I think the bounce from the balloons could be way more forgiving or some ability to 'save' your run with a double jump would be nice.
The nuance of the difficulty curve as the hand spins around is really something interesting. I had to really fight the urge to get more aggressive about popping lower balloons when the hand is high at the end, as I get into a groove of being able to dip down pretty low. Interestingly, patience seems to be a much better approach for what *feels* like more of a panic game. You can often grab all the balloons in a wave if you pause and think before jumping.
I did find myself *really* craving a pkenney signature **_cOmBo mEtEr_**. I can pop all the balloons now, but can I score mega points by popping everything in a wave in one jump? I can only guess. The other thing I tried a few different times was timing jumps on the balloons to launch higher. I don't think the game _needs_ any more, but I thought there might be a mechanic I was missing.
Anyway, really enjoyed my time with this one, and as usual, it's a tight and challenging piece. Something about the tick tock sound just gives this game a unique feel. Neat entry, thanks for sharing!
