Boundary by William Derksen
You're the level. Keep it alive!
Stay on your toes in this timing and execution heavy game! Each level has various elements which you will need to control through your keyboard to keep the ball alive!
Controls
Use the Q through R keys to interact!
Use the space bar to retry
Downloads
For the best experience use the executable
Find downloads on my itch page ...or at the bottom of this page
ScreenShots

| Youtube | https://github.com/juicyslew/Boundary |
| Youtube | https://juicyslew.itch.io/boundary |
| Youtube | https://juicyslew.itch.io/boundary |
| Original URL | https://ldjam.com/events/ludum-dare/46/boundary |
Ratings
| Overall | 57th | 4.043⭐ | 25🧑⚖️ |
| Fun | 69th | 3.978⭐ | 25🧑⚖️ |
| Innovation | 71th | 4.043⭐ | 25🧑⚖️ |
| Theme | 844th | 3.239⭐ | 25🧑⚖️ |
| Audio | 241th | 3.5⭐ | 23🧑⚖️ |
| Mood | 264th | 3.545⭐ | 24🧑⚖️ |
| Given | 18🗳️ | 18🗨️ |
Sometimes it took a while to figure out what was going on in a level, especially involving switches and semitransparent blocks. The level design and progression eased you into it well, and the controls being displayed next to each obstacle was a good design choice.
I liked the fact that the ball continued straight from level to level, and that the music changed slightly throughout the game. I was disappointed when it looped around and I realized I had run out of levels.
It would be fun to watch speedruns of this if it had more levels.
Great work for 48 hours!
I liked the difficult, quite well balanced to not frustrate and also not bore the player!
The SFX also match the mood!
I just got a bit confused at the begging about how to play, but then I realized it quite soon!
Congrats, great concept!
> "Had I had more time I would’ve liked to present non-key controlled objects in a more visual way, but I couldn’t come up with a simple, quick to digest way to do it outside of color. If anyone has suggestions for that I’m all ears"
Color is a fine start. Adding a pattern is a good follow up and then you might as well make it move! Here's an example with simple texture tiling and UV movement:

Visually, I'd also change the drab gray background and the black walls. As long as the other elements pop from the surroundings, i.e. don't share a color, it should be fine.
Reiterating, splendid job!
Very good entry! Kudos!

1 - Mecânicas, Aprendizado e Fluxo:
Há bastante simplicidade no controle e desafio nos estágios.
O aprendizado se dá em bom passo, mostrando o funcionamento básico, o funcionamento padrão e depois incrementando/apresentando desafios interativos.
O fluxo de jogo ocorre de forma agradável (desafio versus habilidade em uma crescente).
Eu apontaria o uso de quatro botões consecutivos como algo que poderia ser repensado (alguns estão acostumados e outros não fazem uso de tal configuração, portanto creio que seria mais interessante dividir entre duas mãos (dado que o jogo já usa toda a atenção do jogador e o mesmo não demanda o uso do mouse)).
Fora isso, parabéns por todo o projeto de estágio e pelos estágios construídos (seria bacana aumentar, hahahah). ^^
2 - Gráficos, Áudio, Narrativa e Polimento:
O foco do projeto não é apresentar gráficos bem-desenhados, mas transmitir os conceitos de forma minimalista (direcionando o jogador ao desafio sem maiores distrações). A arte gráfica, mesmo que mínima, portanto, cumpre o papel.
Senti falta de algum tipo de música para relaxar (a música já é relaxante, mas poderia polir nesse sentido, assim sendo, o som estaria muito bom para tempo de game jam), algo que não recomece a cada partida preferencialmente (como já está), creio que possa aliviar o estresse de quem está jogando.
Efeitos sonoros poderiam ser implementados, mas apenas se fosse algo que viesse a somar (quem sabe ao concluir ou recomeçar um estágio, apenas para dar uma sensação de "parabéns" e "pronto para agir!".
Não há narrativa (dificilmente haveria uma forma de transmitir uma narrativa sem implementar arte de alguma forma que pudesse tirar a atenção do jogador). Penso na possibilidade de algo entre níveis e algo escondido no projeto visual de cada estágio (no máximo).
3 - Cultura:
Há diversos jogos de natureza puzzle e ao mesmo tempo minimalista; este projeto bebe muito bem de tais fontes (querendo ou não).
Creio que (em caso de interesse do produtor), caso o jogo seja expandido, seria um jogo a incrementar ainda mais como peça/exemplo desse tipo de jogo.
4 - Monetização:
Acredito que o jogo venderia com propaganda entre estágios para smartphone.
1 - Mechanics, Learning and Flow:
There is a lot of simplicity in the control and challenge in the stages.
Learning takes place in a good step, showing the basic functioning, the standard functioning and then increasing / presenting interactive challenges.
The game flow occurs in a pleasant way (challenge versus skill in a crescent).
I would point out the use of four consecutive buttons as something that could be rethought (some are used and others do not use such a configuration, so I think it would be more interesting to divide between two hands (given that the game already uses all the player's attention and it does not require the use of the mouse)).
Other than that, congratulations on the entire internship project and the internships built (it would be nice to increase, hahahah). ^^
2 - Graphics, Audio, Narrative and Polishment:
The focus of the project is not to present well-designed graphics, but to convey the concepts in a minimalist way (directing the player to the challenge without further distractions). Graphic art, however minimal, therefore fulfills the role.
I missed some kind of music to relax ((the music is already relaxing, but it could polish in that sense, so the sound would be very good for game jam time)), something that does not start again with each game preferably (as is already), I believe it can relieve the stress of those who are playing.
Sound effects could be implemented, but only if it were something that would add up (perhaps after completing or restarting an internship, just to give a feeling of "congratulations" and "ready to act!").
There is no narrative (there is hardly a way to convey a narrative without implementing art in any way that could take the player's attention). I think about the possibility of something between levels and something hidden in the visual design of each stage (at most).
3 - Culture:
There are several games of puzzle nature and at the same time minimalist; this project drinks very well from such sources (like it or not).
I believe that (in case of interest to the producer), if the game is expanded, it would be a game to increase even more as a piece/example of this type of game.
4 - Monetization:
I believe the game would sell with advertising between stages for smartphone.