Flatline by Empyreans

Climb back to life in this puzzle arcade as you bounce your way out of near-death experience.
HOW TO PLAY
Game supports Keyboard, Gamepad & Mobile controls
WASD / DPad / Swipe - Move yourself in a specific direction spending a charge. Another charge would be required to move again and it's only refilled by colliding with blue blocks.
If you hit red blocks - you die

If you hit blue blocks - you recharge Movement Shift

If you hit yellow blocks - you break them

If you leave boundaries - you reappear on the opposite side of the level

Don't give up and reach the light

CREDITS
Mikhail " XpMonster " Prokhorov - Director, Game Design, Level Design, Programming & Art
Alexander " Rainesphere " Raines - Original Soundtrack & Sound Design
Jerem Watts - Male Voice Over
OGma_badparenting101 - Female Voice Over
Play newer version on itch.io which features Live Highscores or download Jam Version instead.
| Itch.io | https://empyreans.itch.io/flatline |
| Original URL | https://ldjam.com/events/ludum-dare/57/rhombus |
Ratings
| Given | 53🗳️ | 70🗨️ |
I'm getting a bit frustrated by hearing the same voice line every 2 seconds after I die, I would maybe cut it after a few tries
overall, very beautiful game and the main mechanic is interesting, great job
I love the game overall, though the main thing that had me quit is the repeating voicelines. They're really good, but the stress and tension does distract from the puzzle when its repeating. A fire once on first entry to level should do the trick honestly! Or once every 5 mins. Something.
I love the aesthetics, mechanics, topic, and the puzzle simplicity. Would love to see more! Relevancy to the theme? I think I see it too. Never had a cardiac arrest, but it did remind me of the depths of what a panic attack feels.
Thank you for the experience!

## **Changes**
+ Updated Level 9
+ Reworked Level 10
+ Added smooth background color change between levels
+ Fix: Ricochets are now more reliable with updated collision mask
+ Fix: Voice lines at the start of the level repeat only after a couple retries
Also featuring Windows & Mac v1.1 version. Mac version hasn't been tested so any feedback is welcome.
Current browser version includes all changes.
Jam version with ricochet / voice over fix is available separately as a Windows executable, but doesn't features anything new as that would be cheating.
Also, sometimes, on the third-last level, I would phase through the blue platforms instead of bouncing off them? I ended up using that rare occurrence to beat the level. Not sure if that was intended.
Voice acting not playing is intentional as people were complaining it was playing too often :laughing:
UPD: Phasing bug is fixed in the last update now :)

*Not my best score, but I am too tired now :cry:
## **Changes**
+ Features "Last Run Score" and it will save in cache. However you must beat the game once for it to be saved.
+ Fix: No more clipping through blocks
+ Fix: Final update to collision mask to make ricochets more reliable
Original jam version itself receives none of these updates.
It took me a bit to understand how the movement shift works. Maybe it would help if the player changed a bit more depending on whether the shift was ready? I noticed it changes a little bit, but it's pretty difficult to tell when it's moving so fast.
https://www.youtube.com/watch?v=HRPKiro5TVg
This is the last update, I promise :)
## **Changes**
+ Added Autocomplete. Use this if you just cannot complete the game yourself. Click on Rhombus in the top-right corner of the menu to enable it. It supports override as well! Note, your run score would mention you used it so you cannot cheat your way into top score. Fellow Ludum Dare people who just want to see the game can either use this or see Youtube video.
+ Made uncharged ~~protagonist~~ ~~ball~~ balltagonist more easily distinguishable from the charged version
Also now featuring Linux version of the game 🐧
Enjoy!
I also think it's an interesting take on the theme and I liked that there was a little narrative going throughout every level. The presentation and music as a whole is great nice loop. The only thing I am not too big on is the repetition of the voicelines but it isn't that big of a deal
One thing that would improve the game would be making the earlier levels easier, to introduce the player to the mechanics. The timing windows for when you need to change directions are really tight which made me feel like I didn’t understand the game or how to play. Even the first levels I failed many times because I couldn’t make those turns precisely enough.
Additionally, I would’ve liked a more distinct noise for each type of interaction the light had. That would add another level of polish to the game without being too difficult to implement.
What I'd do from that point on:
(Gameplay)
* add more, simpler levels at the start and make the difficulty increase a bit softer.
* Make moving elements reset with the level (or else its practically a luck thing for most players)
* Clean up level design to fit with the general vibe of the game (clean, simple, etc...). More chaotic levels can ofcourse be created if the story backs it up (the protagonist's mental state is deteriorating, etc..)
* add More level/tile types
(User experience)
* Add some way of seeing the level state you're in. These could hide automatically when the asthetics require it, and only show up when the player does something (.eg presses a button not set/moves mouse/makes a guesture not set)
* Add some way of going back/forward/exit game, etc...
Overall, I think the game is fun and a lot can be build upon it. Somewhat reminds me of 'Just shapes and beats', so you might take slight inspiration.
Difficulty is like that on purpose. I wasn't planning to make too many levels with this specific project and I didn't wanted it to be a simple game. While you're correct that level design could be more polished, it is partially chaotic on purpose (as protagonist is dying and gets worse) and then it makes sense that the only really cleanly built levels are first and the last one (in non-jam version). Though again if I really wanted I would probably have rebuilt most of them.
Each level did had specific goal in mind. This is straight from the notepad where I planned it out:
+ Level 1 (Tutorial)
+ Level 2 (Tutorial Exam)
+ Level 3 (Introduces Breakables)
+ Level 4 (Breakable Exam)
+ Level 5 (Introduces Warp)
+ Level 6 (Warp Exam)
+ Level 7 (Introduces Moving Reds)
+ Level 8 (Introduces Rotating Reds)
+ Level 9 (Core Exam)
+ Level 10 (All Mechanics Exam)
Moving elements while may seem like luck. They do reset each level and if you know the timing you can complete each level consistently. This can be proven by "Autocomplete" feature in the game (rhombus you can click in the top-right corner of the menu) that uses a movement state of those objects to make ball move at the right time.
I definitely agree with everything you've wrote and I am very glad that you see here some potential, because so do I! I'm planning to make a successor as a Mobile & Browser game and it would feature much much softer learning curve and some endless fun!
I never heard of "Just shapes and beats", but this would be a nice first reference for a commercial product.
Thank you!
~Xp

This is the final update now. For real!
### Changes
+ Live Highscore Table! Time to begin the score chase! Don't try to cheat with autocomplete feature as it would not be registered as a highscore.
+ Change your name in the game. Note, if you want your highscore to use your current name you must change it before starting the run. Changing the name later would only change it locally for you.
+ Few minor fixes here and there
Now we're going to move on to the successor project! Have fun everyone ;)
One can't get better at anything if they only look for confirmation bias and I will apply this knowledge to the successor project. Criticism doesn't take away, it gives me fuel to evolve.
You're right that action and puzzle don't mix too well together. Recalling it now, I was going towards action game originally and switched towards puzzle half way through and this inconsistency naturally reflected itself in the level design.
In the future project, I'm thinking there could be normal levels that are more puzzle-driven and then perhaps alternative version of the same levels (like Hell in Super Meat Boy) that are action-driven or perhaps a different mode entirely for that. This is something that I'm going to consider very carefully! The jam served it's purpose perfectly as I dug up my unfinished 2013 project, redesigned it and now in the process of harvesting knowledge to apply this in the future work. This in my belief is exactly what jams are all about!
And I am glad that more and more people see potential in this! Thank you :slight_smile:
This feels like a full game I'd get on the app store :video_game:, really impressive you did this in 72 hours
My one comment is that I wish it was faster to restart after you die, waiting for the heartbeats after each death felt frustrating when the gameplay is so quick
Though everyone can interpret it as they see fit!
It took me 77 attempts to pass level 2 (tempted to make a joke about actual cardiac arrests here). The following 3-4 levels were considerably easier, but once I saw moving pieces, I just had to tap out. Nice option to have the autocomplete though, it allowed me to complete the story. The male voice actor knocked it out of the park with his performance.
Even if I didn't have too much _fun_, I have to respect the artistic vision here: the theme of heartbeats resonates throughout the game mechanic of precision timing, charging and bounces, echoed by the colours and the shapes of the levels themselves - clearly this is very well crafted, and one of the most complete entries I've encountered so far this jam. Bravo!
Web build should perform nearly same as the Desktop ones, but I assume you played on Mobile and then the performance definitely demands a high-end device as the game wasn't specifically optimized for the platform. I found it to be way more challenging there as well, both due to performance issues and because finger was getting in the way sometimes.
And on the second level you yourself begin to suffer from the complexity and JUST SHUT UP DUDE, HELP IS IN THE PROCESS, YOUR SCREAMS DOESN'T HELP!!
it was damn cool!

But aside from the difficulty curve, all of the pieces fit together pretty well!
Visually the game is quite nice, the color coding is clean and I really like the background. It almost looks like some shaky handheld camera movement (how'd you guys do that lol). Also the voice acting on some of those lines was incredible (especially "no one's coming"), and I appreciate that they didn't play on every attempt - spacing them out gives them more impact, like I'm really trying to save the guy, yknow. Really nicely done, the audio and visuals and gameplay work together really well, I enjoyed this a lot!

The game is quite difficult, which on its own isn't necessarily a bad thing; however, the restarts are too slow for a game designed around many short attempts. The game also has the puzzle aspect to it where you need to figure out the order of operations. Often I found myself knowing how to complete the level, but then struggling to actually execute it. The small goal and narrow passages didn't help, neither did moving pieces later on. Also, I wish paddles consistently just bounced the orb like a mirror, without any Pong-style shift near the edges - if I'm not mistaken, beyond level 1 hitting the paddle for a plain reflection is generally preferable. If level design demands non-plain paddles behaviour, it might be better to incorporate by splitting the paddle into a few segments, each with own explicit rotation.
The level voiceovers caused me a great deal of frustration - I don't like hearing a distressed Debbie Downer every several tries, when I already feel bad enough about missing some or other timing. As early as level 2 I kinda wanted the voice to shut up, and that's before dialogue went from "help" to "actually there's no way you can help me". I understand one can be overcome with plenty negative thoughts in an emergency situation, but would it hurt to be a little more hopeful for the last few levels at least? He didn't even say thanks in the end, the last words in the game were "you are already dead" (as in, the person helping...?), how rude!
Overall, I think this game would have benefitted from a more pronounced structure, with rise in tension throughout the first part as professional help has yet to arrive. The climax would be applying an invasive but effective method and then last few levels would have decreased tension as things finally stabilise. I think such a structure is hinted at through level design, but not through audiovisuals. Things getting darker towards the lowest point and music getting more tense and ominous, only for these to turn around towards the end would sell the dynamic better, I think. Admittedly, dynamic music might be hard to pull off in a jam timeframe. That said, I'd prefer it to have more sense of urgency at least; at the moment the soundtrack feels a bit too chill for the situation. I'd happily trade all the voiceline instances past the first one for more urgent music. ;)
More on the implied structure - the patient's dialogue gets consistently more downer while the helper's dialogue gets more hopeful, which also creates a disconnect; again, panic and harshness is understandable in a critical situation, but it would be nice to get at least some relief/hope in the last "stabilisation" levels. When it comes to the helper, it would be nice if her voice gave away hints of panic too, especially when help has yet to arrive while things are getting worse. Currently, she sounds really calm and collected, almost as if she's not human given the circumstances. It might be just me, but I feel a dialogue between a panicked patient and trying-to-be-calm-but-also-shaken helper could make for some pretty fun dynamic, making both more sympathetic. ^^
Despite my extensive criticism I think the game played and looked mostly fine, though I admit towards the last few levels I wished it would just end. ^^'
I think having more urgent-sounding music and a dialogue more nuanced than one-sided pessimism and one-sided hope would benefit the game a lot. Adding shorter respawn times and wider error margin here and there would make this near-perfect. ^^
@vary Background is something I've been working on before the jam for the other project, I worked quite a bit on that to get the feeling just right thought had to nerf a notch for this project. It's mostly just moving / rotating tiled backgrounds with a few blending effects and spawning particles. I'm glad you liked it! :relieved:
@alphish Initially the game wasn't supposed to have a story and when I had an idea for VO I couldn't spend too much time on the structure as the project itself was barebones. Doing a more nuanced monologues / soundtrack would also require more directing on my part and there wasn't enough time for all that. The project largely suffered because I did work less than 48 hours on it as I only began on the second day of the jam after dropping the previous idea, but time constraints aside we definitely could give it a better swirl so I concur.
## New Features
+ **Green Blocks** - turn into Blue Blocks on hit recharging Movement Shift & Adrenaline
+ **Adrenaline Ability** - temporarily slows down time to make precise movement shifts. This will help many people who are struggling with the game's high difficulty. Adrenaline is spent on use so you have to think ahead. On Mobile devices Adrenaline is activated automatically on Touch, but placement of Green Blocks generally will help. Each use of Adrenaline is going to take a good chunk of your run's score so it's a huge NO if you want to climb to the top score (so Mobile is at disadvantage by default)
### Minor changes
+ Start-up timer is twice as fast now due to popular demand
+ Tutorial now at the first level includes controls for Adrenaline ability
+ Green blocks now replacing some Blue blocks
+ Movable objects are now moving identically on each retry. Previously your first attempt would have a different timing to the consecutive ones.
Amazing job guys! :clap:
But otherwise really fantastic game. Seldom there are games that shine so extremly well in innovation AND audio/mood! The gameplay is very innovative and makes fun. The only issue I had was that some setups seem a bit unreliable (the first bounce of level 5 yielded pretty different results with only slight input differences and there was no adrenaline available to better time it)
The only addition I would make to the game is to use the color of the player to communicate its state. Like make it initially white, then when you hit a blue wall turn in blue to make clear that you have a bounce etc. (well and figure out a clever solution when you have a bounce and adrenaline :smile:) I think this would make the game much more readable and helps in quicker remembering which color means what.
But in general as I already said: Really fantastic entry!
This helps me with the next project currently dubbed "Flatline 2" (though it's not a sequel). There I am going to put a lot of focus on visual clarity and better control over character as timing sections in original just don't work well without any additional movement abilities.
I did originally went on to make Adrenaline here slowing down character only which would give some wiggle room in tough spots, but that would move the game away from the original design too much so I made a different call.
https://www.youtube.com/live/7r97dJUIDyk?si=2A40JqYi0eX1CJtp&t=13730
I love this challenging gameplay, beautiful graphics and atmospheric audio!
Excellent work! :gift_heart:
Your game is hard but fair . I like the puzzle on start of the level to try and guess the right path you going to take. Often I got it wrong and like that it’s not that obvious. The voice acting makes it more than just a “simple” game . You made a great game!
I'm conflicted on this one. I **see** the vision and I want to enjoy it, but man there's a few things that just really detract from the experience here. The graphics are _clean_ and are probably the highlight (no pun intended) with the subtle eye candy and mechanically it's super intuitive and feels good to control... but the precision demanded of you, the back-to-back-to-back-to-back-to-back tight timings you need to execute (on top of the fact that these _are_ puzzles you need to solve) make this brutally difficult. Honestly I don't think the mechanics need to change, really I think you just need more playtesting to streamline the levels. Reduce the visual noise (way too many blocks copy/pasted everywhere to make what's effectively one long wall, etc.) and make sure the timings aren't _too_ precise and/or only require one really precise execution per level (rather than like, 6+ lol).
On the plus side, the music was a great vibe and the sfx of plonking against the blocks was sufficiently satisfying. And I really do applaud your bravery to attempt a voiceover, but... I would really prefer it without. :sweat_smile: Especially since you have to hear it over... and over.. and over again. I appreciate that you guys at least limited it to only repeat every 3 attempts, but uh... I'll be honest some of these levels took me 20+ attempts so I still heard the same line quite a few times.
The other thing that's a bit "at odds" is the fact that this looks, controls, and sounds like a casual game, but has the difficulty of a sweaty hardcore game. I already talked about the difficulty in the first paragraph so I won't repeat that here, but I figured it was worth mentioning explicitly that I felt a bit of a disconnect between the different elements.
Overall I think this really could have potential if refined, but unfortunately these issues did hamper my enjoyment of trying it out right now. That said, I'm really only being so critical because I do believe you're so close to having something excellent and hope that the feedback is useful to getting over those last few hurdles. Still a very solid entry overall.
One thing I however can't agree with is disconnect with visuals and difficulty. The hardest games out there look casual at a first glance: "Geometry Dash", "The World's Hardest Game", "Super Meat Boy: Forever", "Super Meat Boy", "Cuphead" to mention a few.
I could see how adding health or ways to survive would change the game too much from being about discovery and training your reflexes. Drawing a map, converting it into instructions, and sometimes using my mouse to hover over where I wanted to turn next helped me mentally break down the challenge into smaller pieces.
A small change I think could be fun would be making the trails persist faintly between attempts, maybe choosing a random color to tell them apart. There is already a trail during a current run, yet having more ways to analyze what went wrong could be a nice layer of feedback. Kind of like how some games leave a splat on the background where you last expired.
Also nice job mixing the voices to fit and making aesthetically pleasing level designs. How did you XpMonster come up with the level designs?
Overall, fun little game, great job!
Trail is an interesting suggestion. I will definitely try to work something out in the successor project. It will be quite different to this game and far less depressive in mood, but you would recognize the original mechanics.
With levels I was outlining the things I wanted each level to have. It was short as "Introducing Yellow Blocks" / "Yellow Blocks Exam" etc. there's an exact plan I used just in one of my comments above.
The rest was done in the engine without any sketches or concepts, I would surely do those in normal circumstances if I had time, but I had to rush thing as only 7 hours were left on the clock. So I have built as I went, but the first questions that popped up on each were "Where do I want it to start?" and "Where do I want it to end?" and knowing the level's design objective all other things pieced themselves together naturally. Though the learning curve could definitely be smoother and block out cleaner, but the rushing of things played it's role.
~Xp
I enjoyed the puzzle side, too—though I wrestled with timing and precision in a few spots, replaying some more than ten times. Still, it was engaging!
I did miss a tiny end illustration—him waking up… or not—to give full closure.
Even without that, it was excellent. Thank you for making such a wonderful game!

Special thanks to [Arancia](https://www.pixiv.net/en/users/100816447) for making this :heart:
@verttixpertti o7