S(p)eed by Dayko
Grow your way up to the surface!
Made by Dayko & Spotline
for Ludum Dare 34
---- Controls ----
Left & right arrows
Esc for pause
---- Note ----
If you find the level too hard (or too easy!), you can randomly generate a new one by restarting the game from the pause menu
Made by Dayko & Spotline
for Ludum Dare 34
---- Controls ----
Left & right arrows
Esc for pause
---- Note ----
If you find the level too hard (or too easy!), you can randomly generate a new one by restarting the game from the pause menu
| All Platforms + Web (itch.io) | http://spotline.itch.io/speed |
| Web | https://dl.dropboxusercontent.com/u/25136484/LD34/Web.html |
| Windows | https://dl.dropboxusercontent.com/u/25136484/LD34/Speed.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=15661 |
Ratings
| Coolness | 75% | 2 |
| Overall(Jam) | 4.24 | 19 |
| Audio(Jam) | 4.09 | 48 |
| Fun(Jam) | 4.13 | 20 |
| Graphics(Jam) | 4.37 | 77 |
| Humor(Jam) | 2.37 | 666 |
| Innovation(Jam) | 3.66 | 164 |
| Mood(Jam) | 4.21 | 35 |
| Theme(Jam) | 4.50 | 15 |
Add a score and this will be perfect!
One of the best entry I have seen so far
And I like how the plants turn brown and stay from your previous runs.
@OneiricWorlds : The level is just a random succession of predetermined rooms, so if you're unlucky it can be 20 times the hardest room... sorry for that !
@Dining Philosopher : Done ! Mac & Linux builds are online on itch.io ... untested though
I especially liked that dead vines from previous runs remain in the background.
The one thing that feels missing is a sense of progression. In other words, it seems like the game is supposed to be about seeing how far you can go, but there's little indication of how far the player has come, nor any particular reward for getting further and further (at least, as far as I got- I got a few checkpoints in before it got too difficult, generated a new level, and found the difficulty about the same). As such, my only motivation to keep going (aside from the general quality of the game) was the implication in the description on this page that there was eventually a surface to be reached (though I have no idea how close I ever got to it).
I see a couple of other people suggested including a score counter- that's one way to do it, though I think they're assuming the game is endless. Assuming I'm right that the game has an end point (reaching the surface), then a similar method of tracking the player's progress could be a slider that slowly moves up as the player gets closer to the surface. Either method would be an indicator of how well the player is doing that would motivate them to keep going. However, I think the game's lack of GUI elements is something worth holding on to (it really enhances the mood), and that you could achieve this effect a bit more subtly. Perhaps the cave should change appearance as you get closer to the surface- more sunlight gets through, moss starts to appear, that sort of thing. Maybe you could also take advantage of the parallax effect by putting large, distant objects in the background as landmarks for the player to slowly move past, such as more cave openings, underwater lakes, or even ancient underground temples and stuff.
Also, a far more minor note: the instructions should mention that Esc is the pause button- I had to do a little hunting for it (I tried Enter and Space first).
At any rate, I really enjoyed this. Good work!
Anyway, thanks for your time, we'll definitely consider this aspect of things if we attempt a post compo version :)
Some very minor nitpicks:
- Your camera algorithm causes the view to pinch in a bit whenever a split happens, which is a bit jarring when it happens so regularly.
- As you go on the speed increases, which I think is great, but you may want to also try zooming the view out as well, so that it's still all about tight timing of left & right, rather than being limited by reaction time to the upcoming obstacles (or worse, being forced to memorize).
Eh, yeah, there is no development or progression past the initial set of mechanics, but I won't fault you guys for that; this is LD after all =)
The background branches marking your previous paths were totally unnecessary but had a beautiful impact visually; props on that.