IDLE CLIMBER - Love Platformers but need your Idle Clicker Mania? Look no more. by HomoLudens
Batu Aytemiz's Compo submissions.
Spin, tap, click your way to up the obstacles. An uncanny combination of an idle game and a platformer/endless runner.
🎮 Controls:
WASD to Move Space to Jump
Clicking and Spinning the gear gives you more jump power.
Spinning the chain around slows the kill zone.
Solving the 0123 puzzle allows you to fire a bullet to break obstacles.
💡 Idea: I wanted to combine and Idle game and a Platformer with a sprinkle of fidget items. How? Hopefully the game experience will speak for itself.

| Windows | https://batuaytemiz.itch.io/idle-climb |
| macOS | https://batuaytemiz.itch.io/idle-climb |
| Original URL | https://ldjam.com/events/ludum-dare/41/oh-no-i-forgot-to-make-a-team |
Ratings
| Overall | 193th | 3.63⭐ | 25🧑⚖️ |
| Fun | 174th | 3.587⭐ | 25🧑⚖️ |
| Innovation | 29th | 4.174⭐ | 25🧑⚖️ |
| Theme | 11th | 4.432⭐ | 24🧑⚖️ |
| Graphics | 494th | 2.896⭐ | 26🧑⚖️ |
| Audio | 386th | 2.658⭐ | 21🧑⚖️ |
| Humor | 451th | 2.316⭐ | 21🧑⚖️ |
| Mood | 431th | 2.868⭐ | 21🧑⚖️ |
| Given | 29🗳️ | 11🗨️ |
But anyway: Great job :D
The text was very helpful, I definitely skipped over the description at first.
Never thought of playing with a friend that sounds so much fun!
But maybe the difficulty ramps up a bit to fast (for instance having to fire two bullet for the first obstacle while discovering that you can slow the kill zone while clicking on the wheel to jump is hard for a first test).
Here are some thoughts:
* I would have put the kill zone after the first obstacle.
* Some visual cues on the player side would have helped to connect the fidget to their consequences.
* Audio is minimalist but quite relaxing (which is a nice contrast with the fast pace of the game).
* Graphics are cool too, I like the particle effect.
Great work !
I personally really love multi-tasking, especially in games, so this really scratches my itch. The blue lasers were super suspicious looking so I avoided them on my first playthrough without any consequence. In my second playthrough I figured I would try touching one... aaand I'm dead. lol
For some reason I didn't really feel like exploring affordances, like you mentioned in your blog post. I just watched your gameplay video and more or less copied what you did there. It was still fun for me, I guess because I enjoy challenging-but-fair mechanics in and of themselves, even though I consider myself someone who enjoys exploring the rules of various game worlds. I think I would attribute that to the urgency of the rising lava. I just could not afford to fool around! The urgency was great though. I would say that was the best and most effective aspect of your game.
I will mention that there are a good amount of rough edges in the game that I felt were a little unfair, but I can totally understand that, given the time constraints. I think the camera was the biggest problem for me. At one point I was near the top of the screen, but I couldn't see, and I accidentally touched a disintegrating block, and before I realized what was going on, I was stuck forever because the platform disintegrated and now I had no way up. Some quick fixes would be
* adding another route that is slower but not disintegrating
* making the camera more fair. I think if the camera would just match my vertical position, it would have been fine. the lava might end up offscreen, but you could communicate the closeness in other ways, such as with a background color/gradient whose saturation/warmth indicates the closeness of the lava, or it could be increasing the volume of a lava sound effect, etc. Also you could do some kinda rubber banding to scale the difficulty for more advanced players. Little things, but I would have appreciated them for sure.
I honestly never used the mace thing. It's a cool mechanic and I'm impressed with your implementation of it, but it's just like, stalling the inevitable and I just intuitively never used it after trying it the first time. Spinning the mace is like telling your Metapod to Harden. Actually if I were good enough I'd spin the mace while platforming, haha, but I can already tell you I'm not capable of that. I was content switching between the number puzzle and the clicking though, that was a pretty satisfying level of difficulty.
Anyway cool game, I'm interested to see where you take the idea. I'm totally digging this context-switching gameplay you got going on.
şu da benim oyun bakarsan sevinirim : https://ldjam.com/events/ludum-dare/41/praxre
I found the platforming to be a bit frustrating, a little bit slippery and a little bit unfairly laid out. The one point that stood out to me was right after you break your first set of blocks, you have to jump from a 1-tile wide platform onto another 1-tile wide platform, while having to deal with a fairly low ceiling. I think making the earlier platforms wider and easier to jump on top of would help a lot.