Labyrinth by DDRKirby(ISQ)
DDRKirby(ISQ) presents
*LABYRINTH*
A 2D puzzle platformer with a twist! There's only one screen in the entire game here, but the level is constantly rearranging itself to provide you with different challenges!
*** AWESOME "9-bit" chiptune soundtrack, with the trademark DDRKirby(ISQ) sound! ***
Download the soundtrack here: https://ddrkirbyisq.bandcamp.com/album/labyrinth-original-soundtrack
- 10 different puzzles with multiple mechanics! Switches, spikes, fans!
- Epic transitions :)
I know it's a bit short and underdeveloped (that's what I get for only having ~24 hrs of actual dev time), but hopefully you have fun with it anyways. At the very least, enjoy the kickin music! :)
Difficulty is intentionally mild to allow everyone to get through the game (sorry, no Hard mode yet!).
Update!
v1.01 has been released. This version adds a switch on the right side of the second stage so that you can no longer get into an unwinnable state if you miss a jump and your respawn point is still set on the right.
Known issues:
- Respawn point logic is not the greatest, particularly with moving spikes. In rare cases it's possible to get stuck if you die at the wrong point and respawn somewhere where you needed colored blocks but passed the switch already.
*LABYRINTH*
A 2D puzzle platformer with a twist! There's only one screen in the entire game here, but the level is constantly rearranging itself to provide you with different challenges!
*** AWESOME "9-bit" chiptune soundtrack, with the trademark DDRKirby(ISQ) sound! ***
Download the soundtrack here: https://ddrkirbyisq.bandcamp.com/album/labyrinth-original-soundtrack
- 10 different puzzles with multiple mechanics! Switches, spikes, fans!
- Epic transitions :)
I know it's a bit short and underdeveloped (that's what I get for only having ~24 hrs of actual dev time), but hopefully you have fun with it anyways. At the very least, enjoy the kickin music! :)
Difficulty is intentionally mild to allow everyone to get through the game (sorry, no Hard mode yet!).
Update!
v1.01 has been released. This version adds a switch on the right side of the second stage so that you can no longer get into an unwinnable state if you miss a jump and your respawn point is still set on the right.
Known issues:
- Respawn point logic is not the greatest, particularly with moving spikes. In rare cases it's possible to get stuck if you die at the wrong point and respawn somewhere where you needed colored blocks but passed the switch already.
Ratings
| Coolness | 51% | 3 |
| Overall | 4.21 | 7 |
| Audio | 4.84 | 1 |
| Fun | 4.16 | 8 |
| Graphics | 3.39 | 363 |
| Innovation | 3.36 | 384 |
| Mood | 3.38 | 201 |
| Theme | 3.88 | 237 |
*tips hat*
Really amazing game. The soundtrack, wow! So jealous :D
Thanks for making it
This is how you handle a theme like LD31s.
Looking forward to more from you!
This game is amazing! I wish there were an award for level design. You definitely have my vote in that category. The music is epic and inspiring. I guess my only criticism (though I fully understand why you did this) is that the puzzles are a tad easy, but in the end I don't mind because the way that you introduced each new element was so well done. It just felt really good to play.
Also the respawn feature is key. Thank you!
The graphics are working great with that game and HOLY CRAP THE MUSIC! You did not disappoint me!
Really good game and very clever use of the simple game elements!
I love the level transitions!
Nice and solid gameplay.
The jump is really fast and feels too heavy, so consider some lower gravity.
The way the stage builds itself is really cool!
Even with simple graphics, the game creates an amazing experience! And the music was just top notch.
"My primary suggestion to you would be to decrease the respawn timer so that there's less dead time"
What I did was if you hit a player after they have died, they are instantly destroyed and respawn faster. This allows the players to control the pace of the game in real time.
The music was excellent and the fact that you managed to write three songs seemed quite impressive, I still have the end-game song looping in my headphones as I write this. The gameplay was also excellent, I really enjoyed how the different game mechanics slowly emerged as the levels progressed. The difficulty felt perfect, the levels felt like an example of good design.
Overall really nice work, I look forward to playing (and hearing) more of your games.
I don't normally mind 8-bit/9-bit music but it does wear on me after a while depending on how it's arranged. While the first track was running I was thinking to myself, gee, this music is starting to get a bit abrasive on my ears. Just a few moments later I completed a level and the second track kicked in. I started to smile because it felt like you perfectly anticipated when it'd be appropriate to change the audio.
The level transitions are pretty stellar also, and just really helped make everything chug along at a smooth pace. I get what you were going for with them, and it would have been an incredible match for the theme if the level pieces were being rearranged without needing to pull in/push out extra parts. But yeah, that would have made the level design a pretty ridiculous task for the timeline. Good job nonetheless on coming up with that interpretation of the theme and implementing it visually.
The level design itself was pretty solid. Even though there were a couple of different mechanics being introduced all along you did a good job introducing each one so that there wasn't any confusion about how things worked. I'd imagine there are a lot of potential ways to arrange all those mechanics together to create some devilish puzzles. I liked the interaction between a couple of them specifically. There was stuff I didn't expect like seeing a spinning blade trigger a switch, or having platforms block the wind fans from pushing you upwards. Some good interplay between the mechanics there.
In the beginning I did die in a spike pit and it spawned me a couple of times back in the pit... which creates this pretty overwhelming audio/visual strobe feeling from the repetition. But it's more than forgivable, and as I played I generally found the spawn decisions to be fair. If there were limited lives or something it would have been a bigger issue but luckily that's not the case.
Also, nice touch at the end displaying everything in-game. Another one of those things that made me smile to myself because it was just a nice sort of way to end it. It provides a small amount of really loose and carefree interaction at the end, and tapers things off nicely rather than an abrupt cut to black credits approach.
*game starts, awesomeness ensues*
"ah! I am pretty sure this one is from ddrkirby... Yup, it is :)"