Escape the Fate by Jiggawatt
An 8-level (+intro) puzzle/action game about a curse. The objective is to kill yourself - or rather, the body you're haunting. Experiment with things like dying from fall damage or getting squished by moving objects.
Important: install the included font before playing. The game loves it so much, it seems to crash without it. Thanks to Joeyy from #ludumdare for helping me discover this. After that, start the game from /dist/curse.exe. The necessary few attributions can be found in readme.txt. And let's not forget bfxr for the sound effects.
A & D to move, W to jump (even when falling), S to flip switches. R to retry if you get stuck.
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I initially submitted this game with several hours to go. Due to feedback, the update submitted on the extended time added a simple level 0.
For people with small screens (such as laptop users): I've made an alternative version which runs in a 608x448 window. This in turn made some animations play back faster, so I also slowed them down to roughly the original speed. Otherwise the code is unchanged, it's merely a bugfix. Thanks to Wallacoloo for mentioning this.
1.0d fixed a missing hard-coded event in the fifth level.
Important: install the included font before playing. The game loves it so much, it seems to crash without it. Thanks to Joeyy from #ludumdare for helping me discover this. After that, start the game from /dist/curse.exe. The necessary few attributions can be found in readme.txt. And let's not forget bfxr for the sound effects.
A & D to move, W to jump (even when falling), S to flip switches. R to retry if you get stuck.
-
I initially submitted this game with several hours to go. Due to feedback, the update submitted on the extended time added a simple level 0.
For people with small screens (such as laptop users): I've made an alternative version which runs in a 608x448 window. This in turn made some animations play back faster, so I also slowed them down to roughly the original speed. Otherwise the code is unchanged, it's merely a bugfix. Thanks to Wallacoloo for mentioning this.
1.0d fixed a missing hard-coded event in the fifth level.
| Windows | http://www.mediafire.com/?n9kz4wc98b2m55f |
| Windows (for small screens) | http://www.mediafire.com/?j3skgwf45z5bi80 |
| Source | http://www.mediafire.com/?8z8tjh3da3jwj42 |
| Original URL | https://ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5551 |
Ratings
| Coolness | 6% | 87 |
| Overall | 3.33 | 102 |
| Audio | 3.29 | 70 |
| Community | 4.21 | 2 |
| Fun | 3.06 | 131 |
| Graphics | 3.17 | 158 |
| Humor | 2.00 | 205 |
| Innovation | 3.44 | 101 |
| Theme | 3.00 | 230 |
Also your blog posts are hilarious.
Theme: It fits the theme. Not much else to say.
Graphics: They work, and don't hurt the eyes. Pleasing to look at. I don't have any advice on how to improve them, maybe a little more variation in the walls (more than one sprite) could make things more interesting.
Audio: The audio worked very well. I also liked the music very much.
Fun: The player moved a little fast, and the movement seemed pretty hectic. The vertically moving platforms glitched lots, I would teleport below them, and I once got one to teleport through the platform above me. I never got to the push boxes (I quit on the level shown in the last screenshot), so I can't offer any advice on that. On the other hand, movement was very smooth, and the engine was glitch free other than the vertically moving platforms.
Overall: Pretty fun, and polished for a game made this quickly. Just fix your engine and maybe offer more in the way of direction (giving the player an idea of what to do) and you have yourself a respectable game.
Community: You are hilarious. That is all.
Re: Innovation: The Karoshi comparisons are inevitable, but yeah, I believe I managed to reach a whole different feel.
Re: Graphics: I tried to keep the graphics as simple as possible, with the philosophy that different-looking tiles should have different functions. It's both because of the time limit and the puzzle nature of the game. An exploration/Metroidvania game would've certainly required variation in its looks.
Re: Fun: I don't know exactly what's causing the occasional moving platform glitches, but rest assured they used to be worse. It seems you can regularly ride on top of them without problems, and you have to do some rather unusual moves to make them freak out. That was good enough for me to call them "fixed" on the late hours of Sunday. There's only a handful of them in the entire game, though.
The fluid movement, however, is an intentional design choice. I decided early that I wanted responsive controls. I realize it's a bit of an acquired taste, and might add some faux difficulty in the first half of the game, which is more about discovering a proper solution than platforming.
The climax of that first half is the level you gave up on. It's particularly problematic since the solution is unconventional: you're supposed to to get squeezed by the moving platform right under the stairs. I made this happen with a last-minute workaround - which was briefly broken by an update, making the level extra frustrating for some unfortunate players. The previous levels may have given you the false impression that moving platforms are always non-lethal. I'd say this is the one design choice I regret: it's a good level on paper (literally on paper, in fact), but it appears unfair without proper context.
One note: you should provide the source for the laptop version too (or at least a patch/diff or something).
After figuring out the solution of each level, getting there is a bit moot. I would appreciate another motivation or gameplay element to get to the next level. Similarly, getting the yellow heart (is there a point to getting those apart from going yellow?) was somehow "grab the heart and replay the level from the start" or "get to the finish". Not really a good incentive to get the hearts for me.
Liked the art. Nothing very fancy but it does the job. Nice music.
Basically what you might be lacking is test players! While this is not (might not be) possible for LD, most of the issues I have with the game could have been found with one tester.
I have to say that I appreciate the innovation for a platform game though! Good job.