Watch Your Step by red-stake
Shoot your way to a personal best survival time.
Install Instructions
Unzip the .zip file (right click and select "Extract All...") and run the .exe to play
Controls
- A and D - Move Left/Right
- W or Space - Jump
- Left Mouse Button - Shoot
- R - Start
Itch Page
https://red-stake.itch.io/watch-your-step
Development Info
- Engine - GameMaker
- Sprites - GM Sprite Editor
- SFX - sfxia
- Music - SOUNDRAW
Screenshots


| Source | https://red-stake.itch.io/watch-your-step |
| Windows | http://red-stake.itch.io/watch-your-step |
| Original URL | https://ldjam.com/events/ludum-dare/51/watch-your-step |
Ratings
| Overall | 71th | 3.905⭐ | 23🧑⚖️ |
| Fun | 32th | 4.024⭐ | 23🧑⚖️ |
| Innovation | 315th | 3.119⭐ | 23🧑⚖️ |
| Theme | 229th | 3.595⭐ | 23🧑⚖️ |
| Graphics | 129th | 3.81⭐ | 23🧑⚖️ |
| Mood | 93th | 3.69⭐ | 23🧑⚖️ |
| Given | 52🗳️ | 24🗨️ |

@kevin-du and @elros, yes, as you guessed the fixed aiming is an intentional design decision to get you to move more and not just coast by being able to shoot wherever you want. I get that's not always the smoothest, but I think the benefits probably outweigh the drawbacks. Certainly if I'd had more time I would've worked more on custom enemy types (I especially wanted a boss but wasn't able to), which would've probably solved that better.
Thanks again for all the nice comments, and I'll try to incorporate your excellent feedback in future!
would comment on the music but it seems soundraw is an ai music generator; as i understand, ai *art* generators aren't allowed in the compo, but music generators might. not sure though
With the music, the rules say generators are encouraged though? And I didn't just hit generate and drag and drop it in - I spent an hour or two re-editing what it generated, removing fills, changing the pattern, and re-editing the ending so it looped a bit better.
But like this is my first LD, so I don't exactly know the way it all works. Hopefully someone can clarify? I removed the rating on the music until then.

1. great (vectorial?) simple yet effective and careful graphics (I am thinking of the rotations); reminds me of some from *Starwing* / *Star Fox*
2. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard).
3. great punchy music!
4. oh, no sound for shooting and hitting; too bad, I think this would have added to sensations! It is often a good idea to prioritise main mechanics’ sounds
5. the game does a good job at explaining itself, especially for the 10-second principle; by the way, this line-breaking reminds me of *Tetris* X)
6. I find myself holding the left mouse button; this may be an iconoclastic idea, but I think constant autofire could have been enabled! Since I literally **never** stop shooting
7. hey, Space makes you jump (and you even have double jump)! Not stated in the controls, I think!
8. it looks like letting the game over screen makes the game become laggy; memory usage because of more enemies’ spawning?
9. wow, that camera shake is crazy! And maybe a bit too much, considering this is a bonus XD
10. found a trick: when there is a gallery below, you can go undercover
11. OH NO, you lose if you go a bit out of the screen at the bottom! <:o Lost this way at 73.0 s using my trick!
12. is there an end to the game, or is it infinite?
13. I am realizing something: except for the jaggedness of the floor, the 10-second transformation/lowering does not seem to really have any other influence, as this is equivalent to staying in the same place
14. the bouncing of the bonuses is funny
15. found another trick: staying in a corner. This is safer
16. still lost (at a respectable (?) 100.5 s) because the ground suddenly crumbled under me and had me go out through the bottom… <:o I guess the strategy should be complemented with jumping when the countdown reaches 0, out of precaution
**Takeaway:** bonus points for fun, there is clearly something here! The music and sounds are great, but this is such a shame that there is no sound for firing and hitting, as this is the main activity! :o Also liked the simple yet detailed graphics, such as the rotation of the player or bonuses. Having the floor get jagged and possibly throw you to your doom is an interesting idea; as for the theme, the player really feels the regularity. If I were to be nitpicky, I would say that the 10-second transformation interpretation is one of the common ones, but I still think the game’s is fair.
Fun and challenging time, thank you! :) (And still curious about whether there is an ending or not… Pretty please?)
PS: one last nitpicky point: just *a little bit* more variety would have made the game get even more long-run interest. And also, having the time as an incentive to do better next time is a good idea.
> Hopefully someone can clarify?
The rules for music are not that clear cut; there is a short passage on it in the ‘Derivative Works Explained’ section from the [rules](https://ldjam.com/events/ludum-dare/rules). In particular, *sampling* is authorized. I also saw recently that CGmusic had been used by [*Total Party Kill*](https://ldjam.com/events/ludum-dare/43/total-party-kill) from Ludum Dare 43, so I guess there is a tolerance for some degree of music generation.
The [new rules](https://ldjam.com/events/ludum-dare/51) forbidding AI-generated content for Compo this edition (‘Please submit games built with AI art generators as Jam or Extra games, not Compo’) target *graphics* more than music, because of the recent advances in image generation technology.
My two cents: I would say that you have to be ‘reasonable’ about the level of generation you used. (In my case, I used jsfxr for sounds, but this is explicitly authorized and even encouraged by the rules!) This is a problem for reviewers when they do not know the tools, such as me, since I do not know SOUNDRAW. X) (I am in a phase of exploring music tools, actually!) So, just be fair game and in doubt, explain a bit as you did in your comment, possibly pinpointing the information on the page/form, and let people use their best judgements. ;)
2. I'm really sorry about QWERTY only controls, this was on my list to get sorted but I ran out of time at the end of the jam. I will remember this for the future.
4. Running out time was also the reason for the lack of shooting/enemy death sounds - I tried a few but didn't like any of them, so I cut them. If anyone has any advice for working with repetitive sounds, I would be really interested!
6. The autofire issue is a good point - in larger games I make, I generally do have some reason not to use a verb, but in this game it probably should have been autofire.
10. I'm not sure what you mean by gallery, but, yes, you can fall and die by dropping through the floor. It's intentional, I do want the player to look at the ground they're moving on, hopefully it should add some tension.
12. It's infinite! No ending, it's all about the highscore!
15. Corner hugging is an option, but obviously you will have to deal with shooting enemies/floor issues etc. In a bigger game I would expand out enemy spawnings so this is less of an issue.
"Bit more variety" - yes, this again, was on my list, but alas lack of time was an issue. I couldn't actually use the full 48 hours, so hopefully next time I can do that and make a bigger game.
Thanks so much for your detailed comments! It's interesting because what you mentioned is mostly what I thought as well, so that's good I think. Very helpful, thanks :)