Is this all there is? Day after day staring at a glowing rectangle?
No...You know what? F* this job!
Instructions ------------ Press SPACE to jump M to mute ESCAPE to return to the menu (Click on the SWF to focus)
Notes ----- When I saw the theme I was tempted to skip it, but I'm bloody glad I decided to go for it in the end. I've learned a huge amount this weekend and I'm very proud with the end result. -24 levels -8 enemy types -1,718 lines of code -25 hours of development -May have broken my brain
Update ------ Based on initial feedback I've added a tweak to the post-compo version which will only show a replay if you've died at least once on a level. It's very minor, but still, be sure to rate based on the original 'Web' link!
Very fun game. You can tell this is a very good technical achievement on your part, to design all the levels and their timing. Where you found the time to make all those levels, I do not know. But great job!
Great, well done! Although this kind of timed puzzles break my nerves (I feel I can't control them), being able to design those puzzles is quite amazing.
I have to say this is one of the most impressive ones I've played so far. Replay system, really well designed levels, a lot of levels, and fits the theme super well. Congratulations!
Also, there was (probably) a secret door on the 2nd to last level? I pressed SPACE and skipped to the next by mistake so I couldn't see where it led...
Love it, most of the levels felt fair. I died a lot on the first jump of the final one, but thankfully it restarts instantly. Nice job, a lot of polish for such a short time.
All nice and simple all according to theme. I don't see any point in the action replays though. Otherwise it's a great game with great amount of content for a 48h solo project.
This was great. You have a solid one-button platformer here with simple but sufficient graphics and a whole lot of well-made levels. My favorite part is the discreteness of the different jump heights. It means that I can really get the timing on the jumps down a lot more effectively, and better replicate my previous attempt. This almost makes the game act like more of a puzzle than an action platformer, deciding when and how long to jump. And at the end, when you see all the previous attempts, you feel very rewarded. There was obviously a whole lot of work put into making good levels that are organized in a way that flows well for the player. This is one of my favorite games in the competition so far.
Really great game! Not sure why people didn't like the action replays, think that's a great technical achievement as well as a really fun feature (especially in the later levels where you die more). Anyway, one of my favorites so far.
- Be careful with multiple plays of the same sound because it saturates. - Great level design - Very fun - Not very original - I liked the level of difficulty - I can't see the minimalism on it.
Good idea that the character walks without being controled, so the player just has to jump. I really like the simultaneous replays of all the attempts. Good job !
You took a simple mechanic and you explored deeply. That's exactly what a minimalist game is for me. Congrats for this canabalt on steroid!! Had lot of fun playing through your game :)
It was definitely a nice touch watching replays when lots of little dudes would explode in blood.
I thought the pacing was somewhat off: It took a long time not being challenging enough to becoming extremely challenging in the spikey backwards S shaped room
This was good for a one-button game. The controls felt pretty tight and I liked the replay, though it was often hard to distinguish it from a level beginning, which sometimes meant I either jumped and skipped it, or died right away. :) I got pretty far but did grow tired of it -- a progress indicator of some sort would have been motivating! Good job!
So many things done right here! I felt the levels ramped up quite nicely in difficulty. I always felt like I had complete control over my character and every time I died I knew exactly how long I had to jump to make succeed. There was so little delay between the point of death and the point of restarting that it felt very smooth and natural to just keep going until I beat all 24 levels and saw the sunset :). I was impressed with the sheer amount of content! A level select, action replays, and 24 well-designed and distinct levels. Awesome job!
Great game! I could you were the same guy that made that butcher game last time, the sepia theme really works. Now if only I could get to the other door in the second to last level...
Very fun game. I got stuck, probably near end, on the 1st level with 4 springs you had to jump on. Died too many times and gave up. Nice art, presentation and game elements. Auto-running platformer. I like it.
While the theme is not really spot-on, the game is really well designed and fun! I kinda wonder how did you make things like the action replay stuff (very meat boy of you) :O Awesome work!
This game is very nice, nicely done, nice mood and change of rithm, and i love the playback action with all the trys you did (A lot of blood going there in one single run!!) Nicely done!
One button super meat boy... The first thing I thought while playing ;) I like the graphics style and the sfx suit the game well... A nice oldschol (chiptuny) soundtrack would have been cool. I like, how the blood is the only colored thing in the game... And the replay system is well made.
Even if it is not the most original, I just love it! One button, One action, all about timing! Add to that a good level design and minimalist story... Really good job here sir!
_
_Rilem2 May 2013, 16:24
This game is cool, it has some really hard levels. I managed to finish all of them though :) I like the idea and the graphics fit this theme well. I would have liked to enjoy the sunset at the end some more :D
Got in to work, saw a game called "F* this job" and had to play it. Glad I did, awesome level design and well-executed all around. Played through all the levels. It would be cool if the replay started each iteration one after the other so it was more of a stream of exploding flesh than a wall.
Well done! The animations were very well done. The character controls were responsive and intuitive. Audio was appropriate. Love the addition of the red blood against the otherwise monochrome screen. The only complaint I had was in regard to the replays, but it looks like you've already taken care of that post-comp. Great job!
It can't be easy to balance a game like this for Ludum Dare, but only the last level caused me any problems. That aside, the amount of content produced was impressive and the controls were satisfying. I especially liked how the size of the jump brought an additional layer of subtlety to an already elegant mechanic and enjoyed it from start to finish.
Great style and tech! Good level design but still frustrating by it's nature, I had to give up before the end. Also I think you should change the blood so it's black to stay within the same pallet.
I found the replay pretty funny, especially on the early levels where it was one jump. :D Love the game, the style, the sound, the replays of the failures and the jumping action. Solid stuff and a sure contenter. :)
Very cool - the difficulty ramps up really well, and everything looks good. The replays became more fun in the later levels for sure, but I appreciate that you included the ability to skip them if desired. Great job!
Awesome entry! Well in theme, entertaining for quite a longer while, sublime level design, all the glory! Some parts might have been more minimalistic (like, replacing the entire backstory with two words, simplifying the looks of the enemies etc). The replay feature also is hardly minimalistic, but damn worth it! Die a dozen times -> watch the replay -> hilarity occurs :D
Also, I admire the bonus mini-game. By "bonus mini-game" I mean, reading your source code, just to know how to get to the secret door in the second to last level, and what is behind it. This is how intrigued you got me! I won't spoil it to anyone here of course ;) (The code, by the way, is really really neat and clean. Mine is full of course words and redundancies because of last minute panic o,O )
I ran into a bug in 'Underachiever' where the jumping enemy was suddenly jumping just a tad too late, and I would die repeatedly no matter how many times I restarted. I quit out to the menu and that somehow got it back in step.
Nice job - simple but effective, what minimalism is all about.
I wasn't too crazy about the replays though. This isn't Super Meat Boy, with its really difficult levels where you die a lot and it's kinda cool to see all those deaths at once. Here it seemed a little unnecessary.
At first I was a little confused why you added the replays because it was so easy in the first level, but it was fun to see all the figures die in the later levels :D
Nice execution of the idea, although the collision detection and jumping is not great. Also, it feels like the game tries to fuck me over as often as possible. The graphics are kind of cute, but the sound effects are annoying.
Not original, but very well executed and a lot of content. My only gripe is that some of the sounds are a little grating. I got stuck at level 20 or so, where the first jump has to be pixel perfect.
Awesome entry! The one-button mechanic is probably the best suited one for this compo's theme, and this is a game that takes it to the next level. And then it kicks the level's ass, and goes up two more levels, just in case. And that's thanks to an incredible level design. And not just the level design, but even more difficult (and impressive): the level's flow. The fact that the levels are not only ingenious, but have a specific, water-proof tight timing, and that everything's been put together in just 48 hours is mind blowing, to say the least. Still trying to put the pieces of my brain back together.
It makes me feel ashamed I made a one-button game, too.
I hope this game wins the 48 hours compo. And even the Jam, what the heck! :) And gets to be President of the United States of America. God Bless Its Soul.
Timing the jumps thrilled me! Each level gradually tutored me on estimating jumps and novel enemies. Each level built on the techniques I had practiced before and required a little more precision. An interstitial tutoring level introduced a new concept. I played several levels (until Springfield)!
If you continue to develop this: a few times it felt like the controls responded a little unexpectedly, like I would hold down space and upon landing, jump again. I skipped all the action replays. I didn't understand the goal of the protagonist as it related to the level design.
I liked the palette, though I didn`t find the game very interesting. There were just a couple of levels where I died many times, so replays felt unneeded. (What`s the second door in 'Monty hall'? It`s not reachable, right??)
This worked out really well! I like that there's a fair amount of jump height variability and some of the puzzles boil down to adjusting your timing by using different jump heights. Good variety of enemies, nicely-designed levels, and an awesome replay feature a la Super Meat Boy.
I'd like to see the replay screen use a delay or a different color scheme to identify itself. I found myself reacting to the replay as if it were the actual game, which meant I skipped replays I wanted to see. The sound lagged behind the action just a bit, too, but that was a minor distraction.
What stuck out for me the most were the controls, they are extremely well implemented, as well as the level design, which is also very well done! Also I like the variety in enemy design.
This was definitely one of the best interpretations of the "one button game" concept I've ever seen!-- I loved how it felt like a reinterpretation of speedrun games, with the annoying parts (key-mashing) abstracted away and the parts that excite me (timing and strategizing) left in. Some of the levels did work better than others, I felt like the ones where there was a timing question around how many times to run back and forth in a trapped place (thankfully this only happened once I remember) felt tedious rather than fun, and it seemed like the level design lost its clockwork-beauty element on levels where it was possible to jump onto a ladder, thus messing up the timing of all elements after that. What felt beautiful about this when it worked best was that due to the restriction of choice, every single thing the player did was precisely what the game designer intended-- down to every keypress, every bit of timing. The ladders, by creating a critical half-second or so of fuzz in either direction, made it feel like I was no longer on that perfect clockwork path.
One more complaint of sorts, rot13 for spoilers: V nyfb zhfg nqzvg V jnf irel sehfgengrq jnfgvat znal yvirf gelvat gb uvg gung qbbe crbcyr xrrc zragvbavat, naq orvat sehfgengrq ol jung sryg yvxr n pbyyvfvba oht— v.r. vg YBBXRQ yvxr V fubhyq or noyr gb whfg whzc bire gur svefg qbbe, vs V whfg gvzrq vg evtug, ohg guvf jnf abg cbffvoyr va snpg. Gung sryg zvfyrnqvat engure guna "chmmyr-l".
Comments110
spot on on the theme, the gameplay is pure minimalism. graphics and presentation are good as well
well done :D
Also, there was (probably) a secret door on the 2nd to last level? I pressed SPACE and skipped to the next by mistake so I couldn't see where it led...
simple,nice and fun!!!
action replay is soo cool!
- Great level design
- Very fun
- Not very original
- I liked the level of difficulty
- I can't see the minimalism on it.
I finished all the levels :D
5/5 on fun
Can't beat yet but keep trying!
I thought the pacing was somewhat off: It took a long time not being challenging enough to becoming extremely challenging in the spikey backwards S shaped room
-Rosypenguin
(This is a team account)
I could you were the same guy that made that butcher game last time, the sepia theme really works.
Now if only I could get to the other door in the second to last level...
Awesome work!
I like the idea and the graphics fit this theme well.
I would have liked to enjoy the sunset at the end some more :D
Love the game, the style, the sound, the replays of the failures and the jumping action. Solid stuff and a sure contenter. :)
Also, I admire the bonus mini-game. By "bonus mini-game" I mean, reading your source code, just to know how to get to the secret door in the second to last level, and what is behind it. This is how intrigued you got me! I won't spoil it to anyone here of course ;) (The code, by the way, is really really neat and clean. Mine is full of course words and redundancies because of last minute panic o,O )
Action replay is a good feature. =)
I wasn't too crazy about the replays though. This isn't Super Meat Boy, with its really difficult levels where you die a lot and it's kinda cool to see all those deaths at once. Here it seemed a little unnecessary.
At first I was a little confused why you added the replays because it was so easy in the first level, but it was fun to see all the figures die in the later levels :D
And not just the level design, but even more difficult (and impressive): the level's flow. The fact that the levels are not only ingenious, but have a specific, water-proof tight timing, and that everything's been put together in just 48 hours is mind blowing, to say the least. Still trying to put the pieces of my brain back together.
It makes me feel ashamed I made a one-button game, too.
I hope this game wins the 48 hours compo. And even the Jam, what the heck! :) And gets to be President of the United States of America. God Bless Its Soul.
Congratulations! :)
I... Have... to... close... this... game...
addictive.. :D
If you continue to develop this: a few times it felt like the controls responded a little unexpectedly, like I would hold down space and upon landing, jump again. I skipped all the action replays. I didn't understand the goal of the protagonist as it related to the level design.
(What`s the second door in 'Monty hall'? It`s not reachable, right??)
I'd like to see the replay screen use a delay or a different color scheme to identify itself. I found myself reacting to the replay as if it were the actual game, which meant I skipped replays I wanted to see. The sound lagged behind the action just a bit, too, but that was a minor distraction.
Nice work!
Great level design.
One more complaint of sorts, rot13 for spoilers: V nyfb zhfg nqzvg V jnf irel sehfgengrq jnfgvat znal yvirf gelvat gb uvg gung qbbe crbcyr xrrc zragvbavat, naq orvat sehfgengrq ol jung sryg yvxr n pbyyvfvba oht— v.r. vg YBBXRQ yvxr V fubhyq or noyr gb whfg whzc bire gur svefg qbbe, vs V whfg gvzrq vg evtug, ohg guvf jnf abg cbffvoyr va snpg. Gung sryg zvfyrnqvat engure guna "chmmyr-l".