Key Saver by PlugWorldG
NOTE: If your character freezes and the level restarts then a great advice by Me is that look at the top of the screen at the emotions of the highlighted button.
This is a game where you need to show some love to the inputs and save them from dying, This is achieved by collect the gems spread over the map and returning them to the pedestal. Some controls if you're having a hard time: W and S is for getting a better view of the surroundings, A and D is to move around on the map and Space to jump, Also there is double jump, So have fun!!
Here's a trailer for the game, Hope that helps with the story of the game and how the game functions: https://youtu.be/zuXiVXQxlkw

| Youtube | https://amos-dsouza.itch.io/key-saver |
| Original URL | https://ldjam.com/events/ludum-dare/46/key-saver |
Ratings
| Overall | 1956th | 3.16⭐ | 27🧑⚖️ |
| Fun | 1591th | 3.14⭐ | 27🧑⚖️ |
| Innovation | 2475th | 2.292⭐ | 26🧑⚖️ |
| Theme | 2512th | 2.271⭐ | 26🧑⚖️ |
| Graphics | 1500th | 3.42⭐ | 27🧑⚖️ |
| Audio | 654th | 3.54⭐ | 27🧑⚖️ |
| Humor | 1630th | 2.472⭐ | 20🧑⚖️ |
| Mood | 1833th | 3⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 25🗨️ |
It's a shame you've decided to go with a simple `Don't let the character die` interpretation of `Keep it alive` theme.
I didn't like the hefty camera sways when changing firections. It was hard to navigate the jumps when the camera flips out like that. I didn't really see the theme (aside from the 'don't die because it's a video game' logic) though.
There was something with the key icons at the top that I didn't really get. 'A' seemed enabled while the other two were greyed out... but I could use them all. Strange! I found a gem and the game was reset... Was I missing something?
Solid entry nontheless!
You could have told me about the double jump in the first stage, at first I thought it's impossible :D
From the title I was hoping that it would be a game where I had to save my keyboard from wear and tear by not pressing the buttons very much. Instead, I feel like the implementation of the theme was on the weak side. But not a bad start from a platforming perspective.
The trailer video will explain that in it.
Good job on
- The player movement animation
- Implementing Coyote Time
- Color pallet
- Sound effects and music
- The A, D and SPACE art
Would suggest
- Moving the A, D and SPACE keys to the bottom of the screen. Because the player is often going up, they block precious screen real estate
- The viewport could be further away (i.e. camera less zoomed in)
- Having the player fail a jump because they "bumped" into a platform never feels good =(
Overall, well done!