SecondsXsecondS by SaintHeiser
This is a super-hardcore game. 10 seconds of abilities for 10 seconds of worldlife.
You must complete 10 levels, but you have 10 seconds total of combination of various abilities. Which needed? Only your choose.
Just build yourself, explore levels and have fun!
CONTROLS
In Action menu:
Arrows left/right - move cursor
Z - choose ability
X - cancel last ability
In Game menu:
Arrows left/right - move
Arrow Up - jump
Z - use ability from queue
X - restart level
I haven't time for good design. So first levels more polished than furher. But leveldesign built well. All levels are beatable.
UPDATE 1.1 (****GAME ARCHIVE WAS REPLACED****)
- fixed few typos
- fixed main menu
- fixed voice on abilities
- second level beatable now
- fixed bad visibility of background platforms
- fixed colour in second location
You must complete 10 levels, but you have 10 seconds total of combination of various abilities. Which needed? Only your choose.
Just build yourself, explore levels and have fun!
CONTROLS
In Action menu:
Arrows left/right - move cursor
Z - choose ability
X - cancel last ability
In Game menu:
Arrows left/right - move
Arrow Up - jump
Z - use ability from queue
X - restart level
I haven't time for good design. So first levels more polished than furher. But leveldesign built well. All levels are beatable.
UPDATE 1.1 (****GAME ARCHIVE WAS REPLACED****)
- fixed few typos
- fixed main menu
- fixed voice on abilities
- second level beatable now
- fixed bad visibility of background platforms
- fixed colour in second location
| Windows | http://ludumdare27.digital-synthesis.com/SecondsXsecondS.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=14848 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.85 | 38 |
| Audio(Jam) | 3.38 | 118 |
| Fun(Jam) | 3.35 | 123 |
| Graphics(Jam) | 3.75 | 158 |
| Humor(Jam) | 2.39 | 296 |
| Innovation(Jam) | 3.90 | 21 |
| Mood(Jam) | 3.11 | 223 |
| Theme(Jam) | 3.73 | 46 |
Again, fantastic gameplay. It's one of those games where you'll have to let yourself die/restart and build a better list of items.
Nice work.
The powerup system is IMO really innovative.
Oh shit! I agree, second level is slightly less than unbeatable. I'll fix it in few days with typos. As rules allow...
I love everything about this game. The concept is original, fun and completely understandable and accessible. The platforming is tight, sensitive and rewarding. The powers are well thought out and fun to use.
The graphics and audio are great too, however sometimes I had difficultly telling the difference between what was and was not a background platform - it really isn't clear.
As for the difficult - it's obviously challenging, but I believe it is fair. It make you think about your power-up choices and exactly when to use them.
All in all, great game, great concept, great entry.
The game was good enough, but felt slightly overloaded: invisibility is totally worse than immortality (while timeout does almost the same, gameplay-wise), and there are no places where you really need the high speed ability. But - good work with everything else, and the audio, too.
Every single level was very well designed and each one was a puzzle completely different, the gameplay is very original and works perfectley, overall It was one of the best entries I've played, honestly.
1) The player has no way to predict what powers they'll need for the level. Also, there seems to be only one "Solution" to the levels. As a result, the game plays as more of a Trial And Error/Guessing Game. Offering multiple paths, and being able to scroll across the level during the planning stage would boost the strategic/puzzle gameplay considerably. Alternatively, let players pause and activate their powers as they go through the level, so they don't have to keep on restarting. That gets frustrating after a while.
2) Ease into the difficulty. Try to construct levels in such a way as to teach the gameplay and uses of abilities over time, in an organic way.
3) Consistency: sometimes the background ledges could be stood on. Sometimes they couldn't. Breaking consistency like that is frustrating; players are basically learning the rules the game operates on as they play it... but when things like that change with no reason to it, it's like the game is "breaking the rules" on players.
Fantastic work, I had a blast playing this. Polish it up and sell it on Steam or something; it's definitely good enough!
As for the game itself, well, other people have said it all already. This marks the second time I've ever rated an LD game 5/5 in all applicable categories (first time being your LD26 entry)...I really need to check out your other games sometime.
Thanks!
I already working on full version of this game =)
The issue is the way the game requires you to choose the correct ability for a given situation before even knowing what obstacles are ahead. The design requires the player to just throw themselves in blind until they encounter a roadblock, then restart and bring the ability that will let them past it. Then they encounter the next roadblock and repeat. And again, and again, and again. This leads to repetition where the player is not learning skills or improving at the game, just trying things until they find what the game wants. This leads to frustration and such.
Much of the initial difficulty comes from the fact that players will generally not have the mere capability to overcome an obstacle when they first encounter it, so will fail through no fault of their own. As opposed to having the capability to overcome an obstacle when they first encounter it and having to retry because they just weren't good enough. I personally gave up on level 3, when it started requiring trickier timing and platforming abilities in combination with the trial and error.
I like how the abilities lend the levels to being more like puzzles, but with no foreknowledge the player is very unlikely to have an appropriate ability the first time it's needed, meaning the solution can only be found through the aforementioned trial and error. So, bad puzzles. Doing something like showing the player an overview of the level before they select abilities (or while they select), would go a long way. This would allow the player to plan ahead and prepare, give them a sense of which abilities might get them through the level, and allow them to tweak their ability set when it doesn't work out until they get a solution that works for them, emphasizing the puzzley nature.
In retrospect I think Solifuge got at a lot of what I'm trying to say in his suggestion #1, only a bit more succinctly.
I did like the game though, possibly more than my critique lets on (gave a pretty good rating for what it's worth).
I know and think about that issues. I'll do something to decrease frustrating but not level preview. It's imitation of real life. You never know what's ahead and should plan your actions based on just your experience and intuition. This game also about some exploration =) So I'll think about partial level preview =)