Room Runner Extreme Deluxe! by ORECROS

RRED! is an intense infinite runner minigame box! there's no telling what awaits you in the next room, but go fast! you're running out of time!
Under the hood, I'm generating rooms in front of the player as they go, and then populating that room with a minigame "feature". features and rooms have different weights that affect probability, and the weight for a room/feature is reduced if it was recently selected.



| Source code | https://orecros.itch.io/ld41 |
| Original URL | https://ldjam.com/events/ludum-dare/41/room-runner-extreme-deluxe |
Ratings
| Overall | 161th | 3.69⭐ | 23🧑⚖️ |
| Fun | 50th | 3.909⭐ | 24🧑⚖️ |
| Innovation | 187th | 3.659⭐ | 24🧑⚖️ |
| Theme | 334th | 3.614⭐ | 24🧑⚖️ |
| Graphics | 485th | 2.909⭐ | 24🧑⚖️ |
| Audio | 445th | 2.5⭐ | 24🧑⚖️ |
| Humor | 86th | 3.591⭐ | 24🧑⚖️ |
| Mood | 282th | 3.143⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 15🗨️ |
the game gave me a math question and none of the doors were the right answer so i just died. not sure if there was a joke or trick answer i missed but it felt like it was a randomly generated question that didnt generate a correct answer.
critical thoughts:
you shouldn't lose health in the first room where it explains the controls and how to tweak the settings
movement feels weird. partially because it feels like i'm moving on a fixedupdate which runs at a slower rate than the game itself, so everything kind of skips around. you could decrease the physics timestep to make the physics updates happen more often or figure out a way to have movement be in update. good movement however is probably hard to make in 48 hours
I played quite a bit of time, and enjoyed your work.
You should make a post-jam polished versions, this have potential!
Thanks for your work!
@Sky i did my best to balance it. didnt get a chance to get anyone to playtest until now. hopefully I can improve and release a full version. thanks for playing and rating!
@igorimagine I actually thought about this like... 10 minutes before submission hour. my one second solution was to make going through the first door just fill your hp to max. thanks for playing and rating! yeah idk the wall jumping feels bad when you do it how it makes sense, but works when you just hold W and spam space on a wall. definitely need to rethink it somehow. really appreciate the play and rate
@Lemons thanks for playing! glad you had some fun from it
@Memel06 glad you enjoyed it! I plan to do a full release. i'll post on... twitter... or something... maybe?
I think I died every time I came to a platform section with any verticality! Seem to bounce away from walls sometimes. Really cool idea, I like some of the gag quizzes - I thought that math solution was pretty clever, though I didn't actually encounter it until after reading that comment and replaying a bit.
Seriously though, I like it. This could be great if it was expanded with more options and multiplayer, if that's something you're interested in doing.
IMO the math joke puzzle should probably be preceded by a room that hints that it's possible for gag questions to have gag solutions, but not DIRECTLY preceded, know what I mean?
Agree with everyone that the platforming is tough. Best practices dealing with Unity update vs. fixed update, input handling, and physics are... well, I think I know what they are, but I'm never fully sure I'm correct about it. For my own (serious) project I collect input during update and save it into a struct and then read from that struct during fixedupdate. AFAIK it's actually possible for unity to "miss" keydown events between fixedupdates, so you *have* to read input in update if you're paying attention to keydown events, even if you're handling movement via physics updates that need to happen in fixedupdate. It's all very confusing. I could be wrong.