Two More Minutes by burrowbling
You had some rough sleep last night, and you need just two more minutes of shuteye, but you have to get up for school right now! Get ready to snooze some alarm clocks and break (surprisingly) dangerous bells to save your beauty rest! This unique and very fun platformer was created in 72 hours for Ludum Dare 51.
Two More Minutes has two colorful floors of levels, each with it's own tileset and background, containing in total 12 different levels, featuring three special alarming enemies, all with their own attacks and behavior. The game is 'clock-full' of cool character designs, creative animations, and music that is guaranteed to wind up in your head!
Will you collect all two minutes worth of time, or will you get ticked off and fail to catch all your Z's?
Controls:
Move - WASD/Arrow Keys Jump - Space Next Level - Up arrow key Restart - R
Credits:
dayofpi - Coding : https://twitter.com/dayofpi
burrowbling - Artwork : https://twitter.com/burrowbling
iridaceae - Music & Sound :
https://twitter.com/IridaceaeArt


| itch.io (BROWSER VERSION) | https://dayofpi.itch.io/two-more-minutes-demo |
| Original URL | https://ldjam.com/events/ludum-dare/51/two-more-minutes |
Ratings
| Overall | 1051th | 3⭐ | 23🧑⚖️ |
| Fun | 1157th | 2.55⭐ | 22🧑⚖️ |
| Innovation | 953th | 2.875⭐ | 22🧑⚖️ |
| Theme | 931th | 3.262⭐ | 23🧑⚖️ |
| Graphics | 185th | 4.214⭐ | 23🧑⚖️ |
| Audio | 241th | 3.711⭐ | 21🧑⚖️ |
| Humor | 732th | 2.553⭐ | 21🧑⚖️ |
| Mood | 864th | 3.125⭐ | 22🧑⚖️ |
| Given | 8🗳️ | 1🗨️ |
i love how you made use of the theme
- Sometimes when starting you see a level select screen, and other times it brings you right into the game. Both have different first levels
- The second level in the "level select screen" mode never lets you go through the exit, even when all enemies are dead
- Sometimes when you jump on a big clock you take damage for no reason
- Small clocks... what even??? Sometimes damage, sometimes no damage. Often damage if they jump, even if you are above
- Bells. These are basically impossible to kill. You don't bounce at all off of them, or maybe you bounce, but not enough to bounce again, so you just collide and take damage.
- Level 3 of the "no level select screen" mode, has two bells defending each other, which is an unfair nigh unbeatable combo
- Level 13 on the level select screen has a jump that I'm pretty sure is impossible
- Level 14 (I think) has an exit door that appears to be a child object of one of the clocks. It walks side to side with the clock, and disappears when the clock is killed. Unbeatable.
- ... This is about where we gave up
- Have the bells only shoot if you are in front of them and are on a certain distance away from them on the X-Axis
-Add the ability to jump below thin platforms if pressing jump and down
- perhaps add a smaller player hitbox or make the hand smaller to give the player some space to jump/avoid enemy attacks
Another thing I would suggest is to prioritize gameplay (with some polishing) over adding a variety of levels.
but Overall I think within a small period of time, I still see a good amount of quality and effort put into the game. nice job!
Some bugs need to be fixed. In some stages I can't pass because the door disappears.
Congratulations on the work.
The fact that the camera always keeps the player on the left makes it very difficult to see anything when trying to go right, which you sometimes have to do. The collision is also a bit unforgiving, sometimes you do damage when jumping on the clocks, sometimes you take damage instead, so the hitboxes are not really clear.
It would also be great to be able to jump down from platforms, sometimes it was hard to kill enemies on a middle platform because you had to be careful not to jump through to the platform above, and there wasn't a lot of space to work with.
Great job with the submission either way, hope you will work on a post jam version!
That being said, it could be good if only hitbox were better, at least visually. I don't understand why enemies could hit me when I'm clearly stomping them.