The Landscape Hates You! by RonanRorry

PREMISE
You have to traverse very unpredictable landscape that shifts and changes with each step you take! Blocks could fly up in the air, crumble beneath your feet, bounce you up, or even make you move faster! But you can take advantage of your situation and throw rocks to shape the landscape however you please.... within reason.
I'm sorry that there's only a Windows version. I used the now deprecated GameMaker: Studio 1.4 to make this, merely because I had never FINISHED a game with it; it's also the Steam version, which is no longer available (I just wanted to say that.)
THE DEVELOPMENT (WARNING: PRETTY LONG):
I've decided to update this post so as not to appear so whiny compared to the original, which can still be seen down below. It's been 3 days as of writing this update, and I'm feeling a LOT better, so I will now ACTUALLY describe the development.
Well, every Ludum Dare theme can be interpreted in a wide variety of ways; well, at least that's the way they SHOULD be, but that's not the point. The point is, "Unstable" can definitely be quite physics-oriented... and guess who still doesn't know how to use GameMaker's physics system..
Well, at least that constraint can potentially lead to innovation, maybe. And the idea that I came up with, I decided to make on a whim, of which I should've come up with more for it. I feel this game is incredibly barebones as a result of doing this idea without further planning. Really, what sucks most to ME about the game is that it's much less interesting than my previous submission; but hey, they can't all be winners.
I couldn't come up with something to shake things up, something to give the game value! In the end, I tried to make a puzzle-platformer, based off of what someone else said about a GIF I had made to show current progress. But I also didn't want the player to be a static placeholder:

So I made the final character sprite you see in game, based off my older brother who's become 20 years old! But THIS is where things would take a turn for the worse. I animated a running cycle, which is one of my better ones to date, even though I don't normally animate.
But this was taking a REAL long time, and that's a no-no in Ludum Dare, that timer's tickin! I've gotta finish this animation, I've gotta finish this entire game in less than a day! AND THIS ANIMATION IS TAKING FOREVER TO MAKE!!
Yeah, October 2nd was a wasted day for the game in hindsight. All I did was add sound effects, which I made with my mouth, evidently, and mixed some on Audacity for the crumbling sounds. And I formally apologize for the bouncing sound effects, sorry. And then I did the character animation! Not even a single level! This is most definitely what lead to the horrific late-stage development.
Regarding that "late-stage development", this is was originally what I spent this description on:
I was getting worried SICK about the amount of time I had left, and I was starting to feel utter despair about my predicament. Everything was slowing down, my game just seemed so empty, and I've got less than a DAY to wrap it all up! I was becoming a sobbing mess from all this mental strain, it was becoming a true disaster.
Now a typical person would have thrown in the towel by this point. Well, I'm not typical. I had that cliché mindset of "I've come too far to give up now!" and continued on, even though I was literally in tears. Eventually I went to bed to try and calm down a bit before the final stretch.
On the final day(?) I quickly made all the levels you see in the final game; though the project file has some empty rooms, which are remnants of level that never were. I hastily inserted the character animations and fought the nasty battle of interweaving animation with game states, probably a terrible idea in general, let ALONE a few hours before the deadline. Though I got it working surprisingly well, despite the character jerking around when bounced up in the air.
It was goddamn MINUTES before the deadline that I added the end screen and title screen (in that order). I came up with the title in mere seconds, and scrambled to build the game, submit it, put the project file in a zip folder, then upload THAT, and finally get some cover image. I had no time to draw a unique cover image for the game. Then I typed up a whiny entry description for the game, and submitted.
I felt no satisfaction upon submitting the entry. I'd have a hard time appreciating my accomplishment, given what I sacrificed to even say that. Going the entire way, and submitting my entry, was a mistake. It was NOT worth the emotional torture I put myself through to make it.
They say that no matter what happens, you should submit your game... well, I DID submit my game, and a LOT did happen. And after what I went through, I'll question if they ever considered THIS outcome. I mean, I don't wanna be a Negative Nancy, but we should consider the edge cases, at least some of them. Or maybe I'm just a hopeless situation.
Either way, I'm not very proud of my game. I wouldn't mind it too much if this game's rank is N/A. But of course, give it a go if you want.
Also, for those who are curious, like yours truly, THIS is what the original description looked like. It's a good projection of how I felt at my worst during this jam. Honestly, it's kinda funny, but it also does project some real fears I still feel about the future of my participation. Also, there's a better chance I'll compile that timelapse video, just in case you're interested, like yours truly.

Ratings
| Overall | 412th | 3.158⭐ | 21🧑⚖️ |
| Fun | 294th | 3.316⭐ | 21🧑⚖️ |
| Innovation | 382th | 3.053⭐ | 21🧑⚖️ |
| Theme | 316th | 3.447⭐ | 21🧑⚖️ |
| Graphics | 354th | 3.237⭐ | 21🧑⚖️ |
| Audio | 288th | 3.079⭐ | 21🧑⚖️ |
| Humor | 135th | 3.222⭐ | 20🧑⚖️ |
| Mood | 407th | 2.806⭐ | 20🧑⚖️ |
| Given | 24🗳️ | 24🗨️ |
Btw happy birthday to your brother! My 20th birthday is coming up soon as well, so guess we were born very close to each other.
Now time for me to get that "boing" sound out of my head.
Game Jams do lead to stress, sometimes too much to be healthy and you shouldn't feel bad if it was too much this time around. There is no shame in admitting when it gets to you and to reach out as you have done. The whole "just submit something" mantra many go with isn't the best one to follow and sometimes it is best to walk away, I've done it myself in other game jams.
I think give LD50 a go but don't view it as a sign of weakness to decide it is too much and to take a step back. No game project is worth your health.
@jakobthequizguy - I've become better, and decided to update the description with a better account of how the development went. But of course, I included a picture of the original description for context, and for curious people, like myself.
@nardandas - Yeah, I was considering doing that, but at the time, I felt it was more interesting for the player to be on their toes, not knowing what exactly would happen. Perhaps that was one of MANY bad decisions made.
(+) there are random effects on some blocks, nice
(+) where it was necessary the effects of blocks were handplaced
(-) there could be somekind of landscape or some design for the blocks
(-) jumping is often not on point
(+) unique selfmade sounds
(+) there seems to be differnt versions of the "boing" sound
(o) there could be redundand controls e.g. for walking left you could press 'A' or left arrow
(o) a (level-)restart with a button could help
(o) you can stick at walls & "climb" them slowly by pressing jump again & again
Also, you made a game! For doing that and not giving up under all of that pressure (and trust me, I get it, expect me to ramble on about it in a few sentences) that already makes you a winner, as cheesy and kids-cartoony as it sounds. The Compo is pure stress, making it through 48 hours of struggling to make a game is no easy feat. I completely get what you said about the stress of worrying about whether or not you'd make it, on Day 1 (or 2, Central Time makes Ludum Dare weird) I was already panicking about finishing. I had to scratch the majority of the features I had planned for my game to make way for actually finishing, I was stressing out and giving myself a headache, that was a pain because I didn't have the sense to go do something smart like take an ibuprofen pill. I literally had to write the story in 15 minutes, I was shaking with both adrenaline and anxiety about not finishing the most important part of the game in time. The most annoying part about scratching features in my game is I didn't have time to implement a basic radio that would play a chiptune cover of a rickroll.
So, moral of the story: the Compo is hard, you did amazing, your "Boing" sound effects define audio perfection, and next Ludum Dare everyone's going to be killing each other trying to get you to be their artist.
@oillen - I like that you've added (+) and (-) for pros and cons. I am also quite surprised you took notice of the handplaced blocks as well; and there are indeed different boing sounds.
I was considering having different sprites for the different block types, but I didn't allow enough time to include that; and even then, I was designing levels with blank blocks in mind. The lack of graphical detail is probably my most despised aspect of my entry.
And it didn't even CROSS my mind to have an alternative input method in arrow keys, but I thought it was a good idea to get rid of level restarting right before making the final build! Though I was in extreme crunch mode by that point, I still probably could've included that before building one last time. One last thing, that is a REALLY friggin' cool idea you suggested. I have thought of an isometric version of this game, though I haven't tried making it; I'm not sure an enhanced version of this would benefit that well from being a platformer. But I don't know, maybe it could work!
@peace-of-cake-games - Yeah, I only kept that previous description just as a reflection of how I felt right after submitting my game, and as context for some of the comments. Honestly, I think @monkeyfox's submission [Un Stabl](https://ldjam.com/events/ludum-dare/49/un-stabl) does voice-acted humor an entire *realm* better than me. THAT'S where a 5-star humor rating goes; whereas mine is probably around ~2 stars? And I'm definitely gonna need to brush up my art skills (no pun intended) if I wanna become a dedicated artist for a Jam entry.
Also, I wouldn't want to make this game some sort of 'troll platformer'. If I were to expand this concept, it would probably be a *VERY* different game from what's seen here!
@pkenney - I wasn't expecting to see your name again! That's pretty damn cool! Another thing that surprises me is that someone actually said something GOOD about bounce block hangtime! I personally thought that was the worst block type because of how intrusive it can be. I didn't even know the term 'hangtime' until now!!
As for the levels, I would also say the "bounce tower" one was the best; I knew I had to do stuff with these blocks, and that level idea was a no-brainer. Though just thinking back to that crunch period of making the levels could actually make me shiver. I had *some* butterflies in my stomach during those last few hours; though by the end, when I was scrambling to make the title/end screens and the game icon, I didn't even have time to be worried.
I'm going to remember that feeling I was in while making those levels. How long? I'd rather not think about it.
**AND THAT'S IT!**
Someone hasn't been playing/rating enough Ludum Dare submissions. It still annoys me a little, that I *REEEAAAALLLLYYY* didn't feel like playing any entries; and it just so happens the the Play+Rate period is 1 WEEK shorter than usual! I'm gonna try to play through some more tonight, including some of *your* submissions; Though my game is probably beyond saving by this point.
Thanks very much to those who bothered rating my entry, I'm incredibly grateful for you all. Have a good evening, everyone.
Well, anyway, about the game: after reading your posts during the jam on your game and how you felt, I didn't expect seeing something finished. The game feels quite polished in my opinion. There are some interesting gameplay mechanics and the game is fun.
The collisions are a bit wacky sometimes, but that doesn't break the experience. The sounds are fun, but the problem with mouth sounds is that it's quickly annoying x)
If I can add a comment on your little readme file, I think you should have added the content of this file on your game's page. It is kind of a convention I think, since most of us don't have time to do a proper tutorial, the controls are visible right above download links, it's more convenient.
Well, anyway, you did a pretty great job on this! And sorry again for the time I took to play your game :grimacing:
Hopefully see you at the next LD!
The vibe is cool, sorta that newgrounds feel, and the gameplay mechanics are also simple but interesting and unique enough to be engaging, and they’re fun.
Overall while it was a bit rng at times, I didn’t have any problems playing and beating it, the opposite actually, it was fun and a cool short little game.
Glad you finished it mate!