Ten-Second Teleport by RaXaH

The Wizard can't stop teleporting!
A platformer where you teleport between areas every ten seconds. Unlock spells and navigate obstacles to collect a Light Blossom and Shadow Blossom required to break the hex that has you stuck in a teleporting loop!

Gameplay Basics
Every 10 seconds, you teleport between the Light Realm and the Shadow Realm. You always teleport back to where you left off. You're immune to damage from enemies for the first 3 seconds after teleport. Unlock spells by finding scrolls to progress, and think creatively to use the teleport to your advantage.
Spells
Stun: Temporarily puts an enemy to sleep.
Levitate: Hover horizontally across chasms, spike pits and lava pools.
Summon Vines: Summon a vine ladder you can climb anywhere you like.
Update: Full Post-Jam version released! A new spell, many little anti-frustration features including friendlier respawn mechanics and the ability to press T at any time to skip to the next teleport. Most importantly, the level is now twice as long, with new puzzles and a visual overhaul!
Credits
- Code - RaXaH
- Art - Hekateras
- Music & sound - Neverpure20
| Link | https://raxah.itch.io/10s-wizard |
| Original URL | https://ldjam.com/events/ludum-dare/51/ten-second-teleport |
Ratings
| Overall | 418th | 3.667⭐ | 29🧑⚖️ |
| Fun | 672th | 3.278⭐ | 29🧑⚖️ |
| Innovation | 371th | 3.574⭐ | 29🧑⚖️ |
| Theme | 155th | 4.148⭐ | 29🧑⚖️ |
| Graphics | 543th | 3.685⭐ | 29🧑⚖️ |
| Audio | 499th | 3.296⭐ | 29🧑⚖️ |
| Humor | 278th | 3.423⭐ | 28🧑⚖️ |
| Mood | 463th | 3.577⭐ | 28🧑⚖️ |
| Given | 38🗳️ | 55🗨️ |
**For the gameplay, I've summed up my opinions into the following:**
- The *movement is great* makes total sense, from the perspective of a developer. However, for the average player, it may feel clunky and irresponsive. It is realistic though, which gives it a huge plus in my eyes.
- The spell switching and casting is a great concepts with a easily usable implementation. One suggestion here: maybe make the cast performing quicker to make the game feel more responsive
- The dimension switching was *on spot*.
For graphics, I understand the limitations of a GameJam. The game was already excellent in its own right, and I really enjoyed the artistic direction!
The humor was a decent touch to the game. Adds to the mood. **You should feel proud of your game!**
Another thing - the jumping is not fully pulished. In my opinion, the velocity along the x-axis should not change at all, or only very little, when the player is in mid-air. In your game when you jump you lose all momentum along the x-axis in midair, it is limiting and noticable. Also the collision-detector needs some polish, but not a lot. The edges of the map feel spikey, and sometimes the charachter wiggles really fast when it is between two close objects.
I would not be writing these comments if I didn't like the game so much. If you explore on this you can get a very nice metroidvania type game! The immersion is already there, well done again! Cheers :)
the two only (very little) issues i found are :
-some cycles could be more balanced because sometimes i just take a spell in one realm at the beginning of the timer and just have to wait 8 sec because i can't do anything more in this realm.
-the jump animation was not super practical for me.
but apart from that, i really liked the game feeling overall! really good use of the theme. a shoutout to the artist, the illustrations are very nice!
Thank you to everyone else who has commented, too! Especially those who praised the art, really heartening to hear after three days spent frantically making sprites <3
Though I find death way too punishing considering how slow the game is. You can die either from a misplay or from trying a new approach. But then you'll have to backtrack through a lot and it's no longer interesting once your dead.
Puzzle should take time to figure out but then be simple to execute once figured out.
I stopped a bit after getting the vine spell before a big lava pool. Don't know if there is much of the game after that.
Still it was rather enjoyable overall, well done !
Everything else though was fantastic. The animations, the design of the characters and enemies, I loved it all! The puzzles were simple, and I enjoyed the variety in spells. I got stuck at one part, and you can see in the video I made if you want some extra feedback:
https://www.youtube.com/watch?v=KIzL8wDloOw
We didn't want to put it in the browser version yet since you're not supposed to add features after the deadline. We'll do that when the event is over.
The game mechanics with the spells is pretty nice, the double world is a nice take on the theme. And the music is neat.
I really enjoy your games (I really loved project memory), and I look forward to play your future LDjam games! Keep up the good work!
No checkpoints was brutal and I gave up after few attempts at the last shadow section (pre-update version). Having a hard unintuitive section happen over a pit that resets the game was just too much. Then I tried the post-jam version, and I'm not sure you understood the issue entirely. As a puzzle game, it wasn't fun to restart the level at all. I already knew how to do it, and doing it was simple and not fun after I had the fun of solving it. Even adding checkpoints, I still struggled enough on the last section that I had to restart the level several times. Never managed to beat it.
While I'm complaining, the stun spell really didn't do much once I realized that after the teleport I could just walk through enemies. Not a big issue, just something to comment on.
This is now probably the longest comment I've left on someone's game this jam. I mean that as flattery, btw, even if I'm mostly complaining. I did like the game. It looked nice and it played nice it was cool to solve most of the sections, I'm just a bit peeved that you didn't execute it quite as well as you could have. Really nice work regardless.
This is the first time any of us has made either a platformer or a puzzle game, so it's been a learning experience and honestly I'm very happy that we're getting feedback like this. :D I hope you give the more extended postjam version a try once it's up.
I really liked the text-boxes, especially in the beginning, giving me very much needed info and splitting the "Tutorial" up. Maybe you can implement a system, so that the Text doesn't pop up the third time I trigger it, because by that point, I have alredy read it and got the info.
Cheers
If I may say so, I believe I would just add checkpoints to your game. I don't think I was able to finish it because of that.
But overall it's a very nice game. Good job!
I like the rat and wizard dialogue, just the right amount of text for my taste.
A shame you didn't have time to do checkpoints before the jam deadline. Would have been a *really* great entry with it.
Anyways, still a great entry :)
As our team developed a platformer too, we know how hard it is.
Good job!
The teleporting mechanic really fits the theme of the game but binding it to the 10 second theme felt forced to me at some points. F.e. if you can't make it to the first spell in the first cycle, you are teleported to the other realm and can't progress there even though there would be enough time to do so if you already had the spell. I ran into this several times during the playthrough and it made the game less enjoyable when this happens.
Jumping felt a little clunky when jumping horizontaly and colliding with the environment. Losing momentum when losing ground also feels a bit unnatural.
Continuing an animation after a teleport can also lead to rather punishing moments, especially when the direction you are forcing is the same as before teleporting. This often made me fall into lava/spikes although i had "parked" the character in a safe spot before. Though this is used in different other games for gameplay elements and because the level design might be built around it, I personally don't believe that it fits in your game.
I hope the critique doesn't sound too harsh. One can feel that you put a lot of effort in the game and that's really estimable. Keep up the good work :)
Originally I thought about doing a Compo for LD52, but ended up not having the time for something that hectic. So instead I finally polished up the postjam version of this game enough to post. You can see the full update notes on the itch.io page. I hope you enjoy!