10 seconds or less by DrunkardWolf
https://youtu.be/-K97ymbOf_0
10 Seconds or less is a speed running, movement shooter game. Eliminate all of the gooey alien enemies and make your way to the UFOs tractor beam in 10 seconds or less to advance to the next stage.
Each stage has a developer time to beat, so be sure to let me know if you manage, also, as this is a speed running game, keep an eye out for shortcuts and skips in each level to find to reduce your time.
Controls - WASD/Left Stick - move Space/South gamepad face button/left trigger - jump/double jump Control/east gamepad face button/left bumper - crouch/slide Left click / right trigger - shoot R / North gamepad face button - quick restart level

Ratings
| Overall | 193th | 3.524⭐ | 23🧑⚖️ |
| Fun | 80th | 3.775⭐ | 22🧑⚖️ |
| Innovation | 356th | 2.975⭐ | 22🧑⚖️ |
| Theme | 240th | 3.571⭐ | 23🧑⚖️ |
| Graphics | 218th | 3.524⭐ | 23🧑⚖️ |
| Audio | 161th | 3.429⭐ | 23🧑⚖️ |
| Humor | 203th | 2.75⭐ | 20🧑⚖️ |
| Mood | 234th | 3.237⭐ | 21🧑⚖️ |
| Given | 51🗳️ | 19🗨️ |
Great game with all the elements in place.
The game is fun, it's a bit like a poor man's Mirror's Edge. I agree that the developer times are a good thing, it's a simple but effective way to keep the player motivated.
I can't help it, but for me the gameplay felt a little clumsy, especially during wall runs. Sadly I can't really tell what specifically was wrong, but I'll just say it didn't feel right for me. It's as if I was at times pushed to a different direction than I wanted.
Also, where are the aliens on level 6? I could only find one in front of me at the start, but there must be some that I'm missing, because the exit wasn't activated when I got there.
Anyway, a solid entry :thumbsup:

That was the level with two blobs, where one of them is standing on a platform behind a tower that you're meant to crawl under. I tried and tried many times to beat it, but could not make the final wall jump onto the UFO. Eventually though, I realized that I don't need to wall run at all and can double jump far enough to reach the UFO. Not sure if that was intended, but I'll take the win :P
This was fun, but took a while to get used to the controls. I don't know if it was a problem with the game, or my fault because I was playing through Wine (I'm on Linux), but the camera was hard to control. Luckily though, it seems like you implemented some kind of aim assist so that wasn't a big deterrent. Also, you can shoot through walls, which makes certain levels easier.
The shortcut in the ramp level is well-thought, i found it because developer time seemed absurdly short for the level! Overall, the level design is elegant, and the game is cool. Well done!
I made a VR port of it, thanks for posting the source!
https://github.com/ShadowBrian/10SecondsOrLess_VR_Fork
https://www.youtube.com/watch?v=nzUDecMH6o8
I must say, it works surprisingly well in VR.
I had some difficulties with your wall running script and getting that to work smoothly in VR, so it gets a little glitchy sometimes sadly.
Still fun to play through though!
The blob exploding sound is fantastic, and I love the level design! Great work!
Here's that video I made for extra feedback:
https://www.youtube.com/watch?v=EJKas4T2Wm8
1. ‘Controls’ section on LD game page: I think adding some line breaks would help! (display is fine on the itch.io page)
2. on itch.io game page: "THEM" -> "THEME"; also, on both, "UFOs" -> "UFO’s"
3. menu is super nice, with level selection and translation/tweening effect
4. first level: controls are layout-independent (instead of QWERTY), great! :) (I have an AZERTY keyboard)
5. super effective concept, and I love that you put the time indicator as an in-game element (the watch)! Playability feels great
6. trying to fall: infinite fall? X)
7. first level: managed to get EXACTLY the developer time! I see this as an implicit tutorial/indication **[spoiler]** that crouching makes you go faster ;)
8. ah, wall jump on vertical floating walls; reminds me of another game jam game, [*Time Loop*](https://itch.io/jam/mini-jam-113-final-boss/rate/1672907)
9. the small brick texture can get a bit ‘dizzying’ for the eyes, since the player moves fast!
10. (level with 3 distant enemies) I easily get enemies from afar in one shot! Is there some splash damage at work, or at least, generous collisions? Or: there seems to be some automatic aiming!
11. (level with 2 enemies) ah, tricky backwards hidden enemy! X) Nice :)
12. series of three closely aligned enemies: I wonder if this is really a good choice, as they are way easier to get. Aaaah, maybe there is a shortcut, and then, you have to take them down with a well aligned shot? :)
13. by the way, showing the level number during the level could be useful to know/remember where you are in the flow ;)
14. sometimes, when fast performing fast alternating wall jumps between two walls, I get some kind of a (useful!) teleporting glitch from one to the other
15. only realizing now (level with 2 enemies and big slope) that you can slide on a wall **without** jumping… X) I may have been biased by previously mentioned game
16. PHEW, managed level 8 in 9.95 s! XD By the way, I think only in the level with the three aligned aliens was the developer time significantly lower than mine, so I definitely suspect there was a shortcut there, but there does not seem to be many (or any?) in the other levels up to here
17. level 9: interesting to see the top side of the saucer, right behind the start
18. I feel like level 9’s ‘trick’ is too straightforward! (I have 4.40 s trying it without training, and developer time is 2.35 s, so this must be it) This is a pity, seeing how the rest of the level is designed as a whole little nice track… (making me think of *Unirally*, somehow)
19. thanks to @100th-coin’s video (taking a glimpse), I notice misspelling "detatch" -> "detach"
**Takeaway:** clear pure challenging concept with time trial as an effective interest enhancer. Fast restart is a perfect option for such a game, as in *Super Meat Boy* — although I think the fading should be even quicker. Speaking of which, the game makes me think of it, except the collectibles become enemies and you are forced to get them. If I had to super nitpick, I would say that this is more of ‘Under 10 seconds’ than ‘Every 10 seconds’, but I feel like this would be mean. ;) Although this may be how the game is more original: by straying just a tiny bit away from the theme. I like the blobby aliens, the saucer, the sounds (although some stepping sound would have been welcome!), use of the orange colour as a guide; I would have just used a more spaced out brick texture.
Promising game! :) I could see it extended in a variety of directions, including disabling automatic aiming in some ‘hard mode’.
It's a solid game with simple mechanics and I like it. It looks like you also managed to find the time to come up with some good level design to challenge us, so nicely done ;)