10.00s...10.00s...10.00s... by kirbytails7
UPDATE: I've added an Easy Mode, which makes wall jumping much easier and makes some earlier levels less difficult as well.
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You have 10.00 seconds. Be in the goal at 00.00 seconds to advance. Can you get a perfect clear?
It's a puzzle/platformer built around a 10-second time limit with a minimalist/retro style. Basic mechanics relate back to the ten second cycle; dying with an item may move that item to a more opportune location, for example.
Coded in Javascript with library code from the VGDC at the University of Minnesota. Also used Paint.NET for sprites; GarageBand, FamiTracker, and Audacity for music; FontStruct.com for fonts.
Please play with audio! Controls are given in-game. [WALL-JUMPING: You have to jump before moving away from the wall.]
Also, based on a few playtests, this game might actually be really hard. If it is, I will include an easier version (as a post-compo thing, of course).
Oh, and if anyone unlocks Rave-Color Mode, I'd like to hear. I still can't get it consistently, so it should be a strong challenge. =)
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You have 10.00 seconds. Be in the goal at 00.00 seconds to advance. Can you get a perfect clear?
It's a puzzle/platformer built around a 10-second time limit with a minimalist/retro style. Basic mechanics relate back to the ten second cycle; dying with an item may move that item to a more opportune location, for example.
Coded in Javascript with library code from the VGDC at the University of Minnesota. Also used Paint.NET for sprites; GarageBand, FamiTracker, and Audacity for music; FontStruct.com for fonts.
Please play with audio! Controls are given in-game. [WALL-JUMPING: You have to jump before moving away from the wall.]
Also, based on a few playtests, this game might actually be really hard. If it is, I will include an easier version (as a post-compo thing, of course).
Oh, and if anyone unlocks Rave-Color Mode, I'd like to hear. I still can't get it consistently, so it should be a strong challenge. =)
| Web (Chrome is best) | http://www.sketchhousegames.com/10s/play.html |
| Web (Easy Mode, post-compo) | http://www.sketchhousegames.com/10s/playEasy.html |
| Timelapse | http://www.youtube.com/watch?v=tFUZkJ9a3HI |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=4767 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.13 | 483 |
| Audio | 3.00 | 286 |
| Fun | 2.95 | 531 |
| Graphics | 2.88 | 556 |
| Humor | 2.12 | 629 |
| Innovation | 2.73 | 744 |
| Mood | 2.68 | 593 |
| Theme | 3.36 | 366 |
It is also very peculiar. Which I like.
Pretty Good game! Just a Little Difficult in parts!
Just one little detail, you pass a level when time reaches 0 and you are in the green area, it'd be better if you passed it the moment you enter the green area, there's no point in standing there until you run out of time.
@Zephyr89 - Sticky wall jumping would be helpful, yeah, though unfortunately I think it would take some reworking of my engine code for some reason. It's pretty messy right now...
@Ludipe - I had thought about the level ending immediately when you reach the goal, but that has two problems: It isn't as in line with the theme (I think), and it disallows things like the first switch level where you can get pushed out of the goal area. Also, yes, hard is good. I just want to make sure that it's not so hard that no one can finish it.
There wasn't any audio for me
The wall jump was really irritating, but otherwise nicely done.
Also, I felt like the keys should auto pick up.
@jay griffin - That's why I included multiple buttons for each control. There could just as well be space, though, yes.
@avh4 - Thanks!
On the Indie Game Movie the guys from SuperMeatBoy discuss their implementation, like .2 of a second sticking or something.
I'm sorry for being so blunt, but I am getting pretty tired of these.
@Kragnir - The waiting is for theme and for some level design.
@mklee - Thanks! Glad you liked it.
@Zeppelin - I know. I'd like to think I did better than most of them. To be frank, I first had the idea for this a long time ago but never did anything with it, so when the theme came up I figured I'd just go with it.
@nathan - Thanks!
I've replayed it, and I see now that it has a slight twist on the timer mechanic. I still stand by my original point though ;)
Most of the levels are quite entertaining and feels polished, but the one where it says "trust yourself" is just way too pixel-perfect jumping based. Your key levels are definitely the best.
Some neat audio as well!
I'll just say it here since the idea seemed more intuitive when I designed it but no one who's played it has "figured out" what I meant: To do the "Trust yourself" level, it's (supposed to be) easiest to move all the way to the right side on the second level, so that the tiny platforms are exactly a jump-distance apart.
If it's still too hard...well, shoot. I'll fix it in the easy mode version.
It could still be better if the falling speed slows down more when you are on the wall.
One-wall jumping I found was either very successful or very unsuccessful depending on the key press rhythms.
I beat the post-compo but didn't seem to get the rave color mode... I think I just got the same starting page that let me start the same game again...
I still enjoyed the game though! The challenges kept me wanting to beat it all the way.
Great work!
@theholychicken - There was slow falling at first, but...then it somehow got rid of itself. To unlock rave-color mode, you need to get a perfect clear, which is 3 deaths.
And thanks!
There is no level restart! Got stuck on the third screen shot since I used the two keys for the lower doors and I had no way to go up for the keys above.
The only problem I had was with the wall jumping (which seems to be a known issue), though the "easy" version did seem to fix some of the problems. I really think it's an issue of keyboard control, and a very narrow window where the wall jump is possible.
Next time I have wall jumping in a game, I will make it better!