.S by torcado
| HTML5 (web) | https://torcado.itch.io/s |
| Flash (web) | http://torcado.com/LD42/flash |
| Windows | https://torcado.itch.io/s |
| Source code | http://www.mediafire.com/file/qmlwwu9fdpo0na5/S_1.0.1_source.zip |
| Original URL | https://ldjam.com/events/ludum-dare/42/s-game |
Ratings
| Overall | 25th | 4.077⭐ | 157🧑⚖️ |
| Fun | 42th | 3.984⭐ | 157🧑⚖️ |
| Innovation | 8th | 4.371⭐ | 157🧑⚖️ |
| Theme | 54th | 4.213⭐ | 157🧑⚖️ |
| Graphics | 159th | 3.753⭐ | 156🧑⚖️ |
| Humor | 327th | 2.457⭐ | 119🧑⚖️ |
| Mood | 246th | 3.175⭐ | 139🧑⚖️ |
| Given | 15🗳️ | 19🗨️ |




first thing to add if i continue working on it: the ability to rewind time
What I like:
- Simple, easy-to-grasp gameplay
- Nice minimalistic visual
- Varieties in levels
What I think could be improved:
- I question the choice of physics-based gameplay. It doesn't feel "reasonable", especially at moments when you get stuck or collide with yourself. I think a gameplay with full snake available at all time (like Snake Pass), or a less real-time gameplay (like snakebird) is a more reasonable choice.
- The level lack some "wow" factor, it's too clear what I need to do so it get boring fast. There's certainly curiosity for new mechanics, but there's no "Wow!" mind-blown.
By the way, I managed, to somehow enter inside of a platform, good thing we have the restart button :^)!
This game has potential !
It asks for a precision that I find very original for a video game...
I don't finish it yet (my arm hurts), but I come back to it...
Examples of losses that felt unfair to me:   
Also it's possible to smush yourself inside the wall: 
i've had some cases where i accidentally skipped parts of a level because of the trail collision, the most noticable one being the level where you have to go around a one-way gate facing left in order to get to the goal (i clipped through it) but getting stuck because of how you move honestly feels fair most of the time
i'm in love with the simplistic yet super clean graphics and animations as well, really great job!
Would recommend adding a 'kill zone' at bottom of screen as a quality of life improvement but otherwise solid job.
Cool entry, keep coding :)
the only thing that stands out to me is that the jump occasionally felt a little difficult to predict, leading to some frustrating resets
overall though this is an amazing entry
The clipping through walls issue is known, i could fix it but for the most part you can't use it to your advantage and the only way to get stuck is if you were already trapped, so it doesnt really need to be fixed for the compo
@electr1ca oh interesting, i never knew you could clip through the one-way gates. thanks for the feedback :)
I really wish that the rewind mechanic would've been implemented since the only frustrating part was if I made a tiny mistake and then, knew it was over after all that work but that's not a big deal.
In any case, an awesome tiny game jam game. :)
I feel like falling down could have automatically restarted the game though. Felt a bit weird to have to manually enter R to restart every time.
If you're doing some more post jam, I think you'd improve the feel by adding jump input queuing (let players hold jump slightly before landing to trigger the jump on land) and also allow players to jump a split second after moving off the ground. Makes platforming a little easier, but I know I managed to tie myself up in knots constantly, so I think giving some extra help can't hurt ;)
Everytime I thought "this stage is too hard, must be the last one" I was wrong hahaha. And when I thought just the geometry of the stages would change, here comes a new mechanic!
Congratulations on your game! Nice little touch those pickups way up high on the ending stage :)
Btw, in case you decide to keep working on the game, I've found a bug: If you drop from a very high place (easily done in the ending stage) you can get enough speed to actually go through platforms. I went through the floor once and got stuck inside a square another time.
Below is a screenshot of the second case:

I also love you for picking purple, it's my favourite color, I think it fits there so well! C:
The game was very difficult for me(especially the last level..) but the mechanic kept me going until I completed it. I loved how you need to think of your approach every time.
The game leaves very little room for error which gets annoying when you spend a lot of time reaching to some spot in the game and then get stuck by your body because of some small part.
Overall I enjoyed it and enjoyed exploring this unique mechanic. Well done!
What frustrates me is when the ball slides to the left or right after vertical jump.
Good luck!
I think you should get rid of the physics-based gameplay though, it doesn't add anything to the puzzle but frustration (and the puzzle are good, so it's a shame).
Great job overall! Some sound design would make it even better :)
@horun it's funny, the purple background was a result of me just clicking a random spot on the color picker. i never changed it
@james-shipp this is my favorite response :) i love seeing people play my games in groups
@kokonaught sure, which is why it was built as a platformer and not a puzzle game. puzzle games are fun, but platformers are built upon the idea of frustration, because it's rewarding. which isn't to say i made my game purposefully frustrating, of course i tried to minimize that. but if i wanted to make a puzzle game i would have
@kodiqi oh nice, do you know what channel it was? watching videos/streams of people playing my game is one of my favorite things
Thanks so much for the nice comments everyone
~~Because there's gravity, it does get very easy to get stuck, I feel like other than spending a long time tweaking the physics and collisions it might be easier to be able to rewind maybe like the last few secs? Just so people can restart from the point they failed (like at the start of a jump, or if they accidentally tumble into their own line). I think that would address getting stuck while platforming but can still punish players if they get stuck puzzling.~~ (nevermind saw your first comment)
It's actually very hard for me to jump on my own line like in the gif, I would usually just jump straight up and form a straight vertical line.
Some other things that I thought would be nice:
- having the white circle on the player deform against whatever surface they're pushing against
- maybe if the player does get stuck, making the player collider more... squishy so they could potentially get out. might be hard to do.
- the last few levels got more puzzle-y with the cutoff switch, I kind of also liked the the end screen where it was more open, but probably because I like exploration stuff.
- maybe using the tunnel thing to skip your own line
My only feedback would be to make some levels smaller, so it is not frustrating to keep repeating puzzles that you already know the solution
Congratulations!
Great job. Pretty inspiring.
My game is so much similar! lol
You should try it out for sure! hahah
https://ldjam.com/events/ludum-dare/42/follow-line
It just needed an engaging music and SFX (NOT 8bit SFX)
The idea is clever and fits the theme !
One of the best compo I've played :)
thanks for playing :)