Reboot by Astrydax
Description
You are a cursor.
Cooperate with your previous lives to progress to the final floor and beat the game. Once you've solved how to reach the final floor, try optimizing your run while collecting points to get a high score.
History
This game was heavily inspired by the 2008 flash game Cursor10 by NekoGames Yoshio Ishii which I greatly enjoyed in high school. When I saw the theme for the jam, Cursor10 naturally came to mind. This is my attempt to make the best modernized clone of it I could.
I had initially planned several additional mechanics and a narrative design to the game loop, but as the time limit came closer, these features didn't make the cut. Ideally I would set the lifespan time something closer to around 12-15 seconds for difficulty tuning. However I really wanted to keep with the theme.
I originally made this game for GDTV2022 a few months back. When I saw the theme "Every 10 seconds" for LD51 I rebuilt the game from the ground up during the weekend with a new replay system and new guts in general. After someone pointed out this may be against the rules, I contacted mike and moved the game to the Extra category.
Spoilers and Tips:
!> If you reach the floor with 3 buttons and can't figure out how to progress. You need to press and hold all 4 buttons to make the final staircase appear. The 4th button is located at the top of the 3rd floor. The game itself may prove a bit challenging while you're figuring out little micro optimizations that go a long way. Keep in mind you only need to hold a button down long enough for your future cursors to use the staircase. After that point you're free to use your remaining time on other tasks.
Credits
Music by Paul E. Messier
Game Code, and Art by Astrydax
Original 2008 Cursor10 by Yoshio Ishii
Tools Used: Unity, FL Studio, BFXR, Affinity Designer
Parting Words
I absolutely LOVE the rating phase of game jams. If you happen to play and rate my game, PLEASE take the extra time to leave a comment here so I can make sure I play and rate your games as well!!



| Original URL | https://ldjam.com/events/ludum-dare/51/reboot |
Ratings
| Given | 41🗳️ | 61🗨️ |
This is the 2nd game where I see the 10 second is not that much and causes me to rush, which causes my heartbeat up :D
Good job!
Really wish there was a restart button tho :smile:
Only critique is that the final button puzzle was a _little_ too clever for its own good. Great job!
Either way very good job, this has been my favorite game I've played so far
I have to admit that I was not a huge fan of the original. I found the black and white aesthetic very tiring for my eyes and it made it hard to distinguish between floors. I like how you tried to solve this issue with floor colors which was a neat idea. It relies purely on color so it is not very accessible though. I started missing the floor number the original game had - so maybe a combination from those two would be the way to go? Possibly you could even tinker with some kind of slight up and down animation when swapping floors.
But overall, it was fun to see this genre again. Great work!
Really wonderful idea - lots of fun, quite challenging, and fits that very specific aesthetic of 'early programmers that were making futuristic stuff with minimal tools'
Excellent entry, very inspired!
One floor less would probably help more people finishing the game, I barely managed to get to the top most floor (I hope it's the last one, with 3 boxes at the corners to press at the same time?) - but didn't mange it often enough to press all 3.
The later cursors have to deal with all the movements of the previous ones which makes it harder - but you also have to get further up so double difficulty. If upper buttons would open new things in lower floors this would counteract the doubled difficulty curve.
Or giving old cursors a different shape and way more transparency, so it's less distracting from the main cursor.
That said, it was quite fun and had cool old school vibes.
Jokes aside I followed a guide similar to [this one](https://www.youtube.com/watch?v=BW1oRou_WzQ) (can't locate the right one) tutorial last year for Affinity Designer (fantastic software thats far cheaper than adobe tools) and it's actually super easy to make passable graphics for non-artist devs with affinity designer. The isometric tools make it so simple.
The hit point box serves as an additive flow gate, where the first cursor gets through the slowest and all future cursors get through slightly faster than the last. The issue with this is even though the gate is additive, there's a second bottleneck as the first cursor through the gate performs an essential role of holding down one of the buttons and still remains the weakest link holding back the effectiveness of all future cursors.
While the hit point change had quite an impact on only the first cursor that made it through it did little to affect the overall difficultly of the whole game.
At the end of the day the best thing I could do to change the difficulty without losing any of the remaining puzzles would be to adjust the time for each live (which exponentially reduces difficulty as just adding a single second adds a total of 12 seconds, 1 for each life, and in turn each subsequent cursor gets to build upon the extra time the previous cursor had with increasing efficiency). But I wanted to keep the game inline with the 10 second theme.
I did want to change the size of the main cursor to stick out more wants the chaos swarm of cursor starts to set in. Even I was having a hard time keeping track of my Active Cursor in development. If I keep building the project now that I have less of a time constraint this will probably be the first feature I add.
I really appreciate the feedback and thank you so much for taking the time to play.
In the first version this was quite an issue. I was unable to have any delay in the gameplay loop whatsoever or the replays would break. Once a cursor "dies" the next live MUST start immediately. This is even causing a bug with the very first life due to the delay the opening dialogue creates. This is a pretty heavy design limitation I hope to be able to fix in future updates.
With those waiting times, which I couldn't optimize during one run without sacrificing one live, there wasn't enough time at the end and lots of confusion in subsequent runs because all the cursors are doing different things.
Yes, more time would solve this but another option would be to not only go up. You have staircases downwards ... which I never used at all - why do they exist?
But yea, you could use those to make the player go down again so that the later cursors don't have to pass all levels, this would lower the difficulty too and later cursors would have a bit of breathing time (only going to the third floor, waiting one or two seconds for upper cursors to unlock the door, then passing it).
Just an idea but I understand that balancing the diffculty in this game was unexpectedly hard. And I also do understand that adjusting to this unexpected problem would have exceeded the time limit of this jam. ^^
At the end of the day it's still a good, innovative game - just a bit hardcore, but that's still ok. ^^
I really like the point you make designing the puzzles to where future cursor don't actually need to visit other floors. That would have been MUCH better design. I'll take you up on that for future updates!
Well done and nicely executed. The audio fits perfectly.
I tried to play it on my phone and it worked surprisingly well. I could definitly see it released as a little mobile game after a little bit more polishing!
I have no specific feedback for you beyond just being impressed - thank you!
Simple graphics but works very well, felt the difficulty was just right for me - not so easy that you can beat it first try, but enough of a challenge to complete and then plenty of replayability in optimising the route and finding times to collect points. Took a few tries, but think I got all the points!

Think it could be a nice tweak if your score rolled over each life, so you could try to maximize it by collecting the points in earlier lives, and then each life after the ghost runs will collect the points again further increasing your score? I think this would then encourage players to further strategise the run to pick up points as soon as possible, with the trade off of less time progressing forward.
Great entry, really enjoyable!
I still can't get past the level with the single box with a purple counter above it... Wonder how to do that.
Really enjoyed and its a very unique idea which was executed well. I love watching all my previous mouse movements, found that quite funny. Great job on this, great game!
https://youtu.be/cbu3KZnDqik

The concept of resetting every X seconds and getting help from your past self is taken to its best here! It's simple, smart, fun, and the puzzle aspect is very well done.
I also love that you put some difficulty levels, I guess you saw in playtests that 10s made it too difficult or prevented you to do a cool level design, and this is a very smart solution.
Great job and thanks for the game ✨
edit: oh shit? why did post it 4 times?? Can't even delete them! sorry!
I have to say, having a difficulty setting changing the seconds gives me contradictory feelings.
Great work!
Thank you!
Thanks for making and sharing the game!
(unfortunatly rebbot button doesnt work for me but esle its a very great game !!)
