Real Espace by Viater
AD - Movement
W - Jump
E - Action
Enter\Escape - Pause
Stones are used to buy upgrades. Cores are used to charge your gun, once you have it to blast away those blockers.
I recommend full-screening the browser with F11
Caution! Getting Squisher'd is the #1 cause of death in Real-Espace
This was my first time ever doing Ludum Dare. Also my first time really “completing” a game. Some of the code I wrote near the end was spaghetti because I normally don’t make it that far, I was learning as I went. Thanks everybody this has been a blast! DON’T GET SQUISHER’D!
Everything was made from scratch by me in less than 48 hours!
Jump up the platforms and fight to survive as you slowly become overwhelmed by people slowly buying up all the space! Go for a personal best, mine so far is 2380!
Real Espace: https://viater.itch.io/real-espace
Made Using:
- GameMakerStudio2
- Aseprite
- SFXR
- Rytmik Ultimate
| Source code | https://github.com/pavinkjr/Real-Espace |
| HTML5 (web) | https://viater.itch.io/real-espace |
| Original URL | https://ldjam.com/events/ludum-dare/42/real-espace |
Ratings
| Overall | 217th | 3.607⭐ | 30🧑⚖️ |
| Fun | 353th | 3.268⭐ | 30🧑⚖️ |
| Innovation | 539th | 2.821⭐ | 30🧑⚖️ |
| Theme | 307th | 3.667⭐ | 29🧑⚖️ |
| Graphics | 375th | 3.214⭐ | 30🧑⚖️ |
| Audio | 214th | 3.268⭐ | 30🧑⚖️ |
| Humor | 251th | 2.688⭐ | 26🧑⚖️ |
| Mood | 348th | 2.958⭐ | 26🧑⚖️ |
| Given | 27🗳️ | 22🗨️ |
Feedback - it would be nice if you could access the shop in the middle of a run from the pause menu.
Great job!
Also thanks for making game playable in browser!
Overall, very solid game especially for 48 hrs.
- A game session is too long, there's not much sense of impending trouble - the blocks that fill up the screen seems to be the primary mechanic for that, in that case it should fill up faster - though I also feel like those blocks are a bit weak in terms of gameplay challenge, they don't present any risk/reward to the player, which is what you want in a game like this.
- The speed of progress should perhaps accelerate over time or just be faster, again, the current setup feels like it's too slow and it's easy to stay ahead of the movement on the top of the screen. It doesn't feel urgent.
- More variety in level setup - there are only so many platform variations, leading to a lot of the same kind of movement patterns. The jump-from-platform-exactly-below got annoying for me.
- Variation! I see you had powerups in the "shop", but a) It takes too long to get stuff enough to upgrade, b) I could not figure out where the shop was for the life of me, the message popped up telling me to go buy stuff but doesn't say how. There are no prompts on screen and even reading stuff elsewhere didn't help. Help your players. Be straightforward. Treat them like idiots (in terms of instructions)
The shop thing I didn't think of before hand, but it would have made more sense to be able to access it in the middle of a run as well as after. As it is, you can only access the shop once you finish a run, its on the endgame menu, and when you get enough to buy something the in game message tells you to visit once you've been squisher'd.
As far as the risk reward, the only way to score is to collect the falling objects, I realized that isn't very clear in the game and some players might not even see that as enough motivation to go get one. I was thinking about adding some kind of powerups that players would actually want to go grab.
Once again thank you for the feedback!