Phoenix Delay by aeveis

Description
You are a phoenix taking a nap... but you have been summoned. Perhaps this spell isn't great, as the summoning circles are spread really really far away, and you need to go fast to get to the summon circle!
The focus was on feeling like you are flying fast - and perhaps the feeling you are running late for something.
Thanks for playing! Time inevitably ends up being split, but submitting for the jam.
Updates
- 4/15/24: Got the embed working! I fixed this in the past, but specifically for myself for the future:
- Delete the surrounding if check to force it to happen:
image.crossOrigin = "Anonymous";
- Delete the surrounding if check to force it to happen:
Credits
- Audio: MusiShen
- Base Fire SFX by Gregor Quendel from Pixabay
- Base Bird SFX from Pixabay
- The Rest: aeveis
Controls
- [Arrow Keys] to Move
- [Space] or [UP] to Flap
- [Down] to Dive
- [X] to Dash
- [R] to restart
- [Z] to make bird noises
- Gamepad theoretically supported
- Touch kind of supported but it's not great
Tools
- Art: Gimp
- Level Editor: Tiled
- Library: HaxeFlixel
- IDE: VS Code
- Audio: FL Studio
| github | https://github.com/aeveis/ludum_dare_55 |
| Link | https://aeveis.itch.io/phoenixdelay |
| Hash Link | https://aeveis.itch.io/phoenixdelay |
| Original URL | https://ldjam.com/events/ludum-dare/55/phoenix-delay |
Ratings
| Overall | 647th | 3.5⭐ | 26🧑⚖️ |
| Fun | 361th | 3.688⭐ | 26🧑⚖️ |
| Innovation | 907th | 3⭐ | 26🧑⚖️ |
| Theme | 954th | 3.146⭐ | 26🧑⚖️ |
| Graphics | 228th | 4.229⭐ | 26🧑⚖️ |
| Audio | 53th | 4.188⭐ | 26🧑⚖️ |
| Humor | 339th | 3.458⭐ | 26🧑⚖️ |
| Mood | 550th | 3.583⭐ | 26🧑⚖️ |
| Given | 22🗳️ | 32🗨️ |
I tried speedrunning the game a few times, though the ending portal was showing up inconsistently? I don't know if there's something in the code going wrong, but in my last attempt the portal showed up after a minute of empty level.
Anyway, this was lots of fun. Great game!
Here's my full recorded play session.
https://www.youtube.com/watch?v=tJf9E3GUerA
I am not gonna lie I was pretty confused with the choice for controls in the beginning though, I noticed that clicking does something but after reading I saw that all game can be controlled with the keyboard.
this is pretty hard and perhaps not being able to quickly evade, maybe with a special power idk, can make it a bit frustrating since what you want in this type of experience is the speed (at least I like the feel)
great pixelart and music btw
I was afraid this would be a flappy bird clone but I was pleasantly surprised by what it really was. In general, nice job!
@jnw thanks!
@bitluderrb7804fr Part of the joke is that you're just running into everything and I maybe should have committed to it (rather than have the crates slow you down, just everything makes you go faster) but I'll probably have to think it through more next time!
@mateusboga thanks! I had a thought of maybe adding pipes like flappy bird but you just blow past/explode them, but the level design was pretty rough.
@velvetlobster i had added touch controls for just testing on the phone. But it was half baked and those controls should not be used on the PC. I think i probably should have gone more in on the speed in retrospect - thanks for the feedback!
@mikropiru thanks! you just hit everything when you are going fast - but I could have factored that into the design a bit more.
@lereveur thanks! I was thinking less about response time and more of how things would just happen as you run into them, but perhaps could have thought it out a bit more.
Also at first the warning signs confused me a bit and I tried to avoid the others birds before discovering they were actually a nice boost.
I did took me a while to get to the end and it's cool you had the time to make a dedicated animation and dialogue for it.
The graphics and the audios are very nice and fit well together, good job !
I feel like the controls are a little awkward. IMO the forward momentum should always be applied, and since gravity is already always applied there should only really be 1 movement button (up) which you could remap to "space" or "left click:
I understand if this was a time limit thing, but there should be a meter that limits the number of boosts you can do that resets either over time or by picking up an item.
I was a little confused why you get a speed boost when you run into other birds (bugs?). I guess if they're supposed to be bugs it's a bit like the bird eats the bugs and gets an energy boost?
Some kind of progress meter would be great as well, since I had no idea how long the game would go for.
Sadly the embedded game isn't working for me either.
_Edit: after a refresh the embedded game works_
The graphics look great and the overall look of the game is very cohesive and professional for a jam game. The speed effects are nice and effective, and when the phoenix picks up speed, the player really feels it. The difference between the obstacle types wasn't clear to me at first, but I like how hard it gets to dodge obstacles when your speed increases. There was pretty much no downside to dashing though, so I would suggest making dashing the default to simplify the control scheme a bit.
Good game, I enjoyed it!
I think the controls are a bit more convoluted than I'd expect. I'm surprised that holding right is necessary at all, that was the main confusion at the start. I also find it strange that you need to press flap repeatedly to go up, holding the button doesn't trigger anything beyond the initial flap, but the inverse is true for diving, that you hold the button to continue accelerating downward and pressing dive actually cancels the vertical momentum. and then both of these actions have unique behavior with dashing, where if you are holding flap you *do* gain upwards momentum after the dash ends, and if you are holding dive you gain downwards momentum only if you are moving fast enough horizontally, otherwise it has the same momentum cancelling behavior as pressing dive. anyway this all just resulted in me basically spamming the flap, dive, and dash keys. Beyond the control scheme, I do wish you had just a bit more control of your movement. It feels like most of the time the objects show up faster than I can redirect my momentum, and hitting what I want is left up to luck.
Outside of that, the art and animations are amazing as always, they add a ton to the experience. the music is also really good. Every time I ended a run I felt like I could've improved and wanted to try again, I played it like 5 times haha. Great job as usual!
@alzhu1 Thanks! Yep, your observations are correct - I would have some good ideas about what to change though if I do a post-jam version!
@rekiem thanks!
@kerdelos thanks for feedback on the controls. That's probably something I could iterate on more as I realized how "fast" you go.
@edj99 Thank you! That's a good suggestion about the movement. I think my general thought was to have the player feel like they were contributing to the speed as much as possible, so more y movement make sense. The dash does have a delay, but it is very short. In a way I did want the player to press the keys a lot, but could probably give some more thought on how to make it more meaningful. The general idea of the boosts is that since you are a phoenix, everything you touch explodes and gives you a boost (I kind of back pedaled on the crates though so that made it less clear).
@abcdef65g Thanks! I didn't want to make dashing the default, but I could probably think of ways to make dashing more meaningful.
@citsua Thanks! Controls are definitely a thing I could continue to experiment on.
@torcado haha very correct observations for the controls. I think what happened was I knew I wanted things to go fast, but I was starting from the mindset of a platformer (even though perhaps I was thinking of helicopter and flappy bird). So there was some granularity to the controls I wanted to keep, but didn't see how it didn't work as well when things are actually speeding past. I would say my intention was for the player to spam the keys, but perhaps the ideal would be a "meaningful spamming" where you can accurately control where you are going even if you are going really fast (like the dashing giving you better up/down control - which may be kind of the case but not enough). Being able to see things I think is an interesting problem - which is why I added the notifications but the icons on them could probably be more clear. I was also thinking of some rhythm game type conventions where maybe you just see a line or so appear so you know where to "line up." Thanks again, I think you have the fastest time!
Had to replay it after noticing there was a dedicated bird noises button as well!
The speed lines were clutch, I was glad you were able to convey proper acceleration and the way your pheonix moves further towards the right side links the speed to difficulty, amping up the tension exponentially. Simple, yet powerful mechanic. The flapping / diving control scheme was a bit unwieldy, but fun to try and wrestle so I get that you don't want it too easy. It's just a bit too floaty and delayed to feel like I'm really in control.
Music was awesome, absolutely nailed it, sfx were great and also, I liked the dialogue; very cute text frames and portraits. Visually the only thing I would consider is staying consistent with the art style for the foreground and background. Seeing the chunky pixel art in front of the higher res horizon is just a little discordant. Great work overall!
- Animations are cute!
- My favourite button is for "making bird noises", that is ESSENTIAL and "bird noises" are adorable!
- Going up felt a bit hard, not as fluid and as if the movement was resisting me
- Would be neat to see how much distance we covered and how much we have left

Wasn't going for a speed record but that's the result ig x)
It was fun! I'd love to have more fluid movement, it felt hard to control. But I love the idea, the animation when we speed up, the sounds and the art ^^