Muffin Time! by mr_tag
As we all know stealing a muffin in a spaceship triggers the selfdestruction sequence. You have 30 seconds to deactivate it. But don't panic (too much): time will slow down to a crawl when you enter the tiny world of machines.
To activate doors and disable the evil guard robots, you have to enter them with a tiny version of yourself. You can spit out tiny-you by pressing space. Jump by pressing the up key. You can also do walljumps!
Muffin Time is brought to you by Patrick Wachowiak, Dominik Schneider, Austen Fano and Tonio Freitag.
To activate doors and disable the evil guard robots, you have to enter them with a tiny version of yourself. You can spit out tiny-you by pressing space. Jump by pressing the up key. You can also do walljumps!
Muffin Time is brought to you by Patrick Wachowiak, Dominik Schneider, Austen Fano and Tonio Freitag.
| Windows | http://chasing-carrots.com/muffintime.html |
| Web | http://chasing-carrots.com/muffintime.html |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12297 |
Ratings
| Coolness | 24% | 955 |
| Overall(Jam) | 3.53 | 55 |
| Fun(Jam) | 3.65 | 23 |
| Graphics(Jam) | 3.71 | 77 |
| Humor(Jam) | 3.50 | 33 |
| Innovation(Jam) | 3.29 | 75 |
| Mood(Jam) | 3.31 | 62 |
| Theme(Jam) | 3.06 | 113 |
all the machines led to the same type of running away from lighting level. If there was a bit more variety in that it would have been perfect!
Did think I was looking at a compo entry at first though, nearly blew my mind :D
- the jumping is okay, you get it after you played it a bit
- the wall jumping is frustrating
- the jump passages are funny, even with this jumpstyle
- muffin xD
- a bit sad that you used the tiny-theme with tiny versions of yourself (nice idea) only on a story level. It would be nice if the theme were used for gameplay, too.
I really like how well it both works and fits into the theme. And every time you enter a machine there are even smaller machine and so on and so forth. Very fun mechanic.
Great job!
The wall jumping was pretty punishing. I was constantly getting hung up on the edges of platforms, or clinging to a wall or box that I happened to stand near. It would've been great if you could smoothly transition from the side of a ledge to the top of a ledge. Especially on the lowermost platforming levels which could be extremely difficult.
I didn't make it all the way to the end. I kept getting stuck in the topmost world trying to get past crates while I ran out of time.
Rui Brito - Evil Sandwich Studios