Finding Time by b4ux1t3
Make your way to the clock, but beware; every ten seconds, the whole map rotates!
Best enjoyed in fullscreen mode. You can scroll in the Ludum Dare game window to find the fullscreen controls.
Move left and right with A and D, jump with space bar.
Gamepad support enabled. Use either D-pad or left joystick for movement, and the south button (X on PlayStation, A on Xbox, B on Switch, etc.) to jump.
Enjoy! Everything except the fonts are made by yours truly.
Also, yes, I'm aware of the bug where you can't start the game with a controller's jump button. You can, instead, press the start button!
Update: I'm also aware of the bug where you can't restart (and thus cannot exit the game from the game pause menu) from the game over screen. I've fixed the bug, and added a way to exit directly from the game over screen, but want to make sure it's actually okay for me to upload a fixed version now.
| Original URL | https://ldjam.com/events/ludum-dare/51/finding-time |
Ratings
| Overall | 1014th | 3.05⭐ | 22🧑⚖️ |
| Fun | 1038th | 2.825⭐ | 22🧑⚖️ |
| Innovation | 756th | 3.125⭐ | 22🧑⚖️ |
| Theme | 599th | 3.625⭐ | 22🧑⚖️ |
| Graphics | 1094th | 2.3⭐ | 22🧑⚖️ |
| Audio | 695th | 2.8⭐ | 22🧑⚖️ |
| Humor | 883th | 2.25⭐ | 20🧑⚖️ |
| Mood | 1159th | 2.395⭐ | 21🧑⚖️ |
| Given | 12🗳️ | 22🗨️ |
@cogent-invalid Yep, see above comment. I accidentally flipped around the "air control" and "ground control" modifiers. You were supposed to have quicker acceleration in the air, and slightly slower on the ground. Whoops! Double jump ended up being difficult to gauge without "static" colliders to check, so I went for the next best thing: You can actually jump if you fall off a platform, no matter how long you wait. So, if you get up to speed, fling yourself off a platform, and then jump after you fall a bit, you can maneuver underneath overhanging walls. ;)
@alviniano The original idea had a time attack, enemies, and more levels! Alas, time. . . Glad you enjoyed the design! Since I didn't have the time to add new levels or modes, I spent a pretty good chunk of time tweaking the level, making it so you can almost always get out of a hole.
Thanks a bunch for giving it a try, all of you!
Here's a tip about writing controllers in unity. Don't let physics 2d control your character, but let it tell you the state of your character (on the ground, hitting a wall, etc.).
@erukolindo Yeah, I had to strike a fine line with the platforming. Unfortunately, the "angle of jumping" ended up being down to the physics engine, as opposed to my original plan, which was to make it fairly obvious by only working on very flat-ish platforms. I've said it all over these comments, but I'll say it again: I really wish I'd started with the jam in mind early on instead of the compo, so I could have pulled in some better platforming code.
@phoenixofforce Yeah man, I appreciate you giving it a go, and thank you for the kind words. I'm probably going to end up post-jamming on those controls, just to be able to say that I covered all my bases. Fixing the controls wouldn't, unfortunately, qualify as "bug fixes", so I'm stuck with what I have for now :(