F*** This Job by Casino Jack
Is this all there is? Day after day staring at a glowing rectangle?
No...You know what? F*** this job!
Instructions
------------
Press SPACE to jump
M to mute
ESCAPE to return to the menu
(Click on the SWF to focus)
Notes
-----
When I saw the theme I was tempted to skip it, but I'm bloody glad I decided to go for it in the end. I've learned a huge amount this weekend and I'm very proud with the end result.
-24 levels
-8 enemy types
-1,718 lines of code
-25 hours of development
-May have broken my brain
Update
------
Based on initial feedback I've added a tweak to the post-compo version which will only show a replay if you've died at least once on a level. It's very minor, but still, be sure to rate based on the original 'Web' link!
No...You know what? F*** this job!
Instructions
------------
Press SPACE to jump
M to mute
ESCAPE to return to the menu
(Click on the SWF to focus)
Notes
-----
When I saw the theme I was tempted to skip it, but I'm bloody glad I decided to go for it in the end. I've learned a huge amount this weekend and I'm very proud with the end result.
-24 levels
-8 enemy types
-1,718 lines of code
-25 hours of development
-May have broken my brain
Update
------
Based on initial feedback I've added a tweak to the post-compo version which will only show a replay if you've died at least once on a level. It's very minor, but still, be sure to rate based on the original 'Web' link!
| Web | http://blockjack.net/gameFTJ_compo.html |
| Post-Compo Version | http://blockjack.net/gameFTJ.html |
| Source | https://github.com/jayrobin/LD26 |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11139 |
Ratings
| Coolness | 84% | 2 |
| Overall | 3.92 | 49 |
| Audio | 2.61 | 616 |
| Fun | 4.02 | 15 |
| Graphics | 3.62 | 219 |
| Humor | 3.06 | 160 |
| Innovation | 2.93 | 713 |
| Mood | 3.20 | 300 |
| Theme | 3.96 | 188 |
spot on on the theme, the gameplay is pure minimalism. graphics and presentation are good as well
well done :D
Also, there was (probably) a secret door on the 2nd to last level? I pressed SPACE and skipped to the next by mistake so I couldn't see where it led...
simple,nice and fun!!!
action replay is soo cool!
- Great level design
- Very fun
- Not very original
- I liked the level of difficulty
- I can't see the minimalism on it.
I finished all the levels :D
5/5 on fun
Can't beat yet but keep trying!
I thought the pacing was somewhat off: It took a long time not being challenging enough to becoming extremely challenging in the spikey backwards S shaped room
-Rosypenguin
(This is a team account)
I could you were the same guy that made that butcher game last time, the sepia theme really works.
Now if only I could get to the other door in the second to last level...
Awesome work!
I like the idea and the graphics fit this theme well.
I would have liked to enjoy the sunset at the end some more :D
Love the game, the style, the sound, the replays of the failures and the jumping action. Solid stuff and a sure contenter. :)
Also, I admire the bonus mini-game. By "bonus mini-game" I mean, reading your source code, just to know how to get to the secret door in the second to last level, and what is behind it. This is how intrigued you got me! I won't spoil it to anyone here of course ;) (The code, by the way, is really really neat and clean. Mine is full of course words and redundancies because of last minute panic o,O )
Action replay is a good feature. =)
I wasn't too crazy about the replays though. This isn't Super Meat Boy, with its really difficult levels where you die a lot and it's kinda cool to see all those deaths at once. Here it seemed a little unnecessary.
At first I was a little confused why you added the replays because it was so easy in the first level, but it was fun to see all the figures die in the later levels :D
And not just the level design, but even more difficult (and impressive): the level's flow. The fact that the levels are not only ingenious, but have a specific, water-proof tight timing, and that everything's been put together in just 48 hours is mind blowing, to say the least. Still trying to put the pieces of my brain back together.
It makes me feel ashamed I made a one-button game, too.
I hope this game wins the 48 hours compo. And even the Jam, what the heck! :) And gets to be President of the United States of America. God Bless Its Soul.
Congratulations! :)
I... Have... to... close... this... game...
addictive.. :D
If you continue to develop this: a few times it felt like the controls responded a little unexpectedly, like I would hold down space and upon landing, jump again. I skipped all the action replays. I didn't understand the goal of the protagonist as it related to the level design.
(What`s the second door in 'Monty hall'? It`s not reachable, right??)
I'd like to see the replay screen use a delay or a different color scheme to identify itself. I found myself reacting to the replay as if it were the actual game, which meant I skipped replays I wanted to see. The sound lagged behind the action just a bit, too, but that was a minor distraction.
Nice work!
Great level design.
One more complaint of sorts, rot13 for spoilers: V nyfb zhfg nqzvg V jnf irel sehfgengrq jnfgvat znal yvirf gelvat gb uvg gung qbbe crbcyr xrrc zragvbavat, naq orvat sehfgengrq ol jung sryg yvxr n pbyyvfvba oht— v.r. vg YBBXRQ yvxr V fubhyq or noyr gb whfg whzc bire gur svefg qbbe, vs V whfg gvzrq vg evtug, ohg guvf jnf abg cbffvoyr va snpg. Gung sryg zvfyrnqvat engure guna "chmmyr-l".