Avoider by Linus

Avoider is a game based on the theme "The more you have, the worse it is" for the Ludum Dare 40 event (#ldjam40) created in only 48 hours. The idea is that you traverse a set of points spread randomly across different levels and whenever you reach your destination a "ghost" will appear that does the same movements as you but without any delay, if you collide with the ghost you lose. In order to complete the level you have to traverse all the destinations without running into your past self. It is certainly not as easy as you might expect!
Controls:
- WASD or arrow keys to move and rotate relative to the player itself
- ESC to pause
Objective:
Traverse all destinations on each level without running into your past self!
Tools used:
- Unity3D
- Gimp
- Blender
- Audacity
- Abundant Music
- Mono Develop
- BFXR
| HTML5 (web) | https://gamejolt.com/games/avoider/301345 |
| Windows | https://gamejolt.com/games/avoider/301345 |
| macOS | https://gamejolt.com/games/avoider/301345 |
| Linux | https://gamejolt.com/games/avoider/301345 |
| Other (web) | https://youtu.be/1mBTLsrLhOY |
| Original URL | https://ldjam.com/events/ludum-dare/40/avoider |
Ratings
| Overall | 315th | 3.421⭐ | 21🧑⚖️ |
| Fun | 256th | 3.45⭐ | 22🧑⚖️ |
| Innovation | 117th | 3.675⭐ | 22🧑⚖️ |
| Theme | 107th | 3.975⭐ | 22🧑⚖️ |
| Graphics | 487th | 2.895⭐ | 21🧑⚖️ |
| Audio | 229th | 3.225⭐ | 22🧑⚖️ |
| Humor | 460th | 2.222⭐ | 20🧑⚖️ |
| Mood | 510th | 2.684⭐ | 21🧑⚖️ |
| Given | 17🗳️ | 20🗨️ |
Checkout my game, see you in another jam!
The enemies do the same movements you did between reaching the destinations and the idea is that the more destinations you pass the harder it becomes to avoid running into your past self. The first few levels are quite easy so that the player can understand the objective, level 4 and 5 is somewhat harder. I guess I could have been more explicit about the "past self movement behaviour". Thanks for the feedback again :D
The game felt hectic, but in a good way, where you can actually make your life easier later on by planning correctly. Those instances where the next waypoint spawned in the vicinity of you were especially interesting, since you then had to fight the impulse of just taking the shortest path. Letting the player know how much time was spent on each level added to these constant pro/con decisions as well.
The controls were adequate, although the camera felt like it rotated just a bit too quickly.
The incrementing difficulty of the level design worked well, and gave the game a nice difficulty progression.
Having different music for each level was impressive, especially for a compo game! I felt that some of the tunes did not really feel like they matched either the hectic or the planning elements of the gameplay, but that could be purely subjective.
The graphics were simple but functional, and the highlighting of the "most direct path" worked well, since it allowed the player to concentrate on how round-about a route to take, rather than having to actively search for the waypoints. A "remaining waypoints" counter could have been a nice mid-level progress indicator.
A nice entry, which was interesting to play! :)
>Easier future,
>by planning in the present.
>Dodge the ghosts and win!
Nice job ^^
Also, I did not catch on to the fact that the other people were my past selves. You might make that more clear somehow.
Wonderful game.
Enemies were very easy to avoid and part of me wanted it to have a stealth mechanic where enemies would see me and give chase.
Overall, great work! Definitely a fun play.
I'm definitely a fan where you're your own enemy, separated by time.
I enjoyed the music... but by god the camera rotation was incredibly frustrating, it felt difficult to understand in a certain instance why the camera suddenly rotated all of 45 degrees, but I'm sure you're aware of this aspect of it already :)
I assume you have more plans for the graphical aspect of the game, what with the player being a capsule and the level being this dev-texture grid of sorts.. :D
Great work though, it was definitely fun!