T&T - Trips & Ticks by Pentaworks
About
Welcome to ERCO.
This harsh world is divided in two.
You and your friend have been stranded in this world and have to go on a trip to find a better place. One part is always covered in darkness, where nothing can be seen. But be glad, as during the day, monsters roam the fields.
Use the night to travel from the start (yellow field) to the path to the next land (red). Keep an eye on the clock and plan your nightly trips wisely.
How to play
You are in control of your player (yellow) whilst the field is covered in darkness. Move around but try to avoid traps and monsters.
Controls
Movement: KeyPad (intended for touch) or W/A/S/D / arrow keys.
The position of the keypad can be swapped to either the left or right side (or hidden completely).

Updates
Version 1.1.0
We just release an update that adds new features, contains improvements and fixes a minor bug.
Link: Version 1.1.0
Dev-Log: Available on itch.io
EDIT
Added Link to Post-Jam version with tutorial
Edit 2
Added the Update section
| GitHub Repository | https://github.com/Pentaworks-Group/ldjam51 |
| WebGL | https://pentaworks.itch.io/t-n-t-ldjam51 |
| Win64 | https://github.com/Pentaworks-Group/ldjam51/releases/tag/LDJam |
| POST Jam Version | https://pentaworks.itch.io/t-n-t |
| Original URL | https://ldjam.com/events/ludum-dare/51/tt-trips-ticks |
Ratings
| Overall | 1165th | 2.75⭐ | 36🧑⚖️ |
| Fun | 1140th | 2.591⭐ | 35🧑⚖️ |
| Innovation | 777th | 3.106⭐ | 35🧑⚖️ |
| Theme | 997th | 3.152⭐ | 35🧑⚖️ |
| Graphics | 1091th | 2.348⭐ | 35🧑⚖️ |
| Audio | 727th | 2.672⭐ | 34🧑⚖️ |
| Humor | 583th | 2.833⭐ | 35🧑⚖️ |
| Mood | 1164th | 2.379⭐ | 35🧑⚖️ |
| Given | 36🗳️ | 57🗨️ |
At first I didn't understand when it was supposed to end, because I could just keep playing for a very long time without hitting a trap.
The game wasn't really intuitive to play. I had to read the guide again to figure out how to play.
Once I figured it out, it pretty much became a game about counting, and then remembering short sequences of integers for short amounts of time. Not too difficult, unless you get distracted.
Maybe I just need to go for longer play sessions...
Nonetheless, congrats on the team!
sfx are funny but the skyrim-like music feels a bit weird.
Maybe add a key to switch to the next board faster on game modes without flying cow head. x)
A slider to increase the number of board could alse be fun.
I'm curious to know how much time you spent on the menu, it's really well made.
Great entry overall, good job!
1. You can get out of bounds in some areas.
2. Sometimes the players doesn't move even though I know that the way is clear.
3. What is that banner image ?!  It looks so disturbing !
Thanks a lot for the feedback and playing. Yes, it's not very intuitive. Updated version soon available with tutorial :wink:
Movement audio could get a bit too much; Noted nonetheless.
@asbjorn
Have you tried the other game modes? Also; the default 9x9 field gets more items on it the more you proceed.
Also: You can try making it harder on yourself by editing the modes (under Modes => Edit => change the json file).
@pepnou
As mentioned, the tutorial version should be available on itch; will add the link to it when I get around.
We tried to add more boards.. but lets say... "The game doesn't like it" for now - stay tuned :slight_smile:
Can't say the amount of time used on the menu as I didn't do it myself - but I guess it was about 1 day all in all?
@stingby12
I know that you can get out of bounds under 2 circumstances
1. by tapping REALLY fast against a fence
2. by being out of bounds (the collision test) when the timer is up
how did you manage it?
I never notices the non-movement. is it reproducible? if you I'd try to fix it.
Ahh yes, the cover image :smile: It's the player character running away with the stopwatch, as you can see (compared to the player character):laughing:
If you manage to go out of bounds, the offset is also wrong - but fear not. We already fixed this issue in our dev-version.
I didn't rate it. I hope you can give me a solution.
Thanks for trying;
How to play:
1. Analyze the left field on how to move (Controls are locked at this stage)
2. After 10seconds, the left field gets covered and the right field is unveiled. Now the controls are available with W/A/S/D or Arrow keys (or the buttons on the UI).
3. Move the character that is not visible (left field)
4. After 10 seconds, the right field gets covered, the left field unveiled.
5. Move the character on the covered, right field
6. Rinse and repeat.
@0x-void-x0 I agree, especially after reading the feedback above. We are thinking of adding step effects so that the player has some feedback. Never even thought of the "Go" effect either, thanks for that.
- A Sound for moving while unobstructed would be helpful. At first, I thought "Wall" meant I actually moved, then eventually realized "my piece isn't going anywhere when he says that, but sometimes goes somewhere when he doesn't. Sound design is very fun!
- Part of the above is that I thought chests pickups for bonus points, so I kept trying to plan my route to walk over chests. Whoops!
- It would be nice to have a quick way to end this countdown
Overall very polished for a jam game, I'm impressed! You even have game options and I like the wavy buttons.
- Moving sound is planned for a newer version as it is fairly simple to add.
- The chests were added as an asset to walk against due to time constraints (already available).
- I can see the "quick countdown" function in effect, though it would some what break the theme (as do some of the other game modes). This will certainly be taken into consideration though.
The game is great but is not really easy to understand at first, even with, the tutorial added in the post jam version. It is still not really clear that you arz seeing what you can move during next turn.
Moreover, I felt that it is sometime hard to differentiate between walkable and un walkable surfaces. For example it took me multiple turn to figure out that the patch of grass I was trying to criss was instead an un walkable forest.
Orher than that, it is a fun little game! Your death illustrations made me laugh!
But once I figured it out, it was actually fun :grin:
We added it as quite a lot of our testers rather use mobile than PCs (a shame, I know :wink:). We will try to improve the tutorial.
@melektaus
Acoustic feedback is in planning and will most likely make it to the next iteration. We are also testing visual feedback.
oh and.. Thanks for the feedback and playing.
I didnt quite understand the movement of cows, is it random or do they have a patern they follow ?
Cow movement is random, no patterns as of yet - not even hunting the player.
_"MOVE. move... MOOOO!"_ :rofl: