*Story* You're a small, sticky slime without a clue where you come from. All you knwo is that you need to run. You have to leave the rooms before the alert gets triggered (every room will detect you after *10 seconds*) or deadly traps will be activated. You can also collect pointless collectibles. :)
*Enviroment* I developed this game in Google Chrome, but it works in Firefox with some graphic glitches. I'll do the Bugfixes for Firefox and other browsers in the next days.
*Controls* Movement Arrow Keys Jump Space Use Enter Return/Exit ESC
*Nerdy HTML5 gimmick* If you have a XBox 360 gamepad and a recent Google Chrome you can enable an experiment control scheme. First press a button on the gamepad while the tab has focus, then open the debugger and execute "app.controlsMode = 'gamepad'".
My favorite part is the character movement, walking on all the walls, upside down, etc. I think you have a really great idea here. I like that you can continue to play the levels even after all the spikes are out, it's just a lot tougher. I think there's definitely some potential to expand this one, too.
I found the controls a bit awkward with this game which is a shame because I really like the visuals. It seemed like sometimes I could walk of an edge and sometimes I couldn't.
Thanks, I'm quite sure I'll add some polishing (and more levels) next weekend. But I'll leave the original intact and link the improved version on the page. Just to comply to compo rules.
@SmudgedCat: You mean this, "stick to ceiling when leaving there is no ground below" behavior in one height tunnels? That bugs me as well but I ran out of time before I could fix it.
I really liked this game, but it is hard for me to get passed level 2 when the spikes come out. Matter a fact I gave up. XD Good use of the theme, if only there were a way to hit the fuse box and give yourself another 10 seconds :P I featured it in a compilation video on Ludum Dare 27 games, if you want to check it out, http://www.youtube.com/watch?v=y3_qdYR_Vsw
On certain levels, you can't finish unless you actually beat it within 10 seconds. How do you restart a level? Do you actually have to press Esc and then play again? It's a neat game though, but the controls are a bit weird.
I really like the non-traditional platformer physics in this game. I like that jumping off a sideways wall moves you sideways instead of up. I kept forgetting that traps were going to activate in 10sec...
Thank you all for your feedback. Now I'm sure I'll make a second ("full") game out of it.
@Jupiter_Hadley: May I'll use your fuse idea for hard levels :D
@davidwparker: Comparing my small game to these two masterpieces is a huge compliment. Thank you.
@Pinktreeleaf: SPOILER: Stand right on the platform, jump left. :)
@Diventurer: The only level that is you can not fully comple after the spikes are out is the third one where you have to get the bottle in time. The other levels can be beaten after 10 seconds fully (tried myself). Sadly there is no restart at this point. May coming releases will completely reset the room on death. The bottles are sadly more decoration since I haven't finished their use. More in a blog post later.
@Zerot: I know, I'm kicking myself for not taking time doing any sort of soundtrack. The countdown was displayed in the left corner of the screen first but got lost while making the menu and help screens. When I got aware, I thought making these little displays would be nice.
Just because I'm curious, to those who played trough, what was your time?
If you play the game in Opera, some weird and funny bugs occur, it's like switching every frame between two instances of the game. Sticking to walls was really fun, this game is really great. Oh, and my time was 115 seconds.
@Makio: Not atm, I'm thinking about implementing this as a fix fot a win condition bug. Otherwise levels are possible to finish after time (except for the bottle in room three) so I'll probably delay this function for a post-compo version.
@klianc09: I've seen this bug in the IE as well. I'll look into it later. The game is probably initalised twice by accident. Thank you for telling me. Oh, and your time is nice. Happy to see that it is beatable for others as well. :)
I really liked how you use the 10 seconds: "If you can be fast it's ok, otherwise it will be harder". The aptitude of the slime to move on every walls disregarding gravity gives an excellent gameplay.
The wall sticking really threw me off since I'm so used to that not being an issue in platformers. I kind of liked having to re-train my brain to adapt. There's something very satisfying about bounding off the walls.
The jumping mechanics felt a bit off. For example, when your momentum was going right, and you hit left, I wouldn't expect to immediately have all momentum move int he left direction.
As others have said, this could definitely use some polish, but it's quite fun, and I enjoyed it.
Nice change from usual platformers. I liked the wall and ceiling clinging. It could use a bit better graphics to make it stand out, grey is in my mind the dullest choice for backgrounds. Nice game otherwise :)
Nice character you have. I loved mastering the controls! They are innovative for a platformer. And great that you did the restart instantly after die. This is a great game.
Thank you for the kind words, and big thanks to Antidote. It is always better to see the problems others have with the game. May I'll start doing video feedback for the next Ludum Dare as well. I see now what the problems with the controls are and will use this information for the post-compo version.
Being able to stick to a wall makes this game way more fun than it would be without. But it felt wrong to me, that you have to press up to move up when you stick to the wall. Don't know why, but I'm always trying to press right in that case :O
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@SmudgedCat: You mean this, "stick to ceiling when leaving there is no ground below" behavior in one height tunnels? That bugs me as well but I ran out of time before I could fix it.
Controls are a little rough but I add a good time playing this.
It's a neat game though, but the controls are a bit weird.
@Jupiter_Hadley: May I'll use your fuse idea for hard levels :D
@davidwparker: Comparing my small game to these two masterpieces is a huge compliment. Thank you.
@Pinktreeleaf: SPOILER: Stand right on the platform, jump left. :)
@Diventurer: The only level that is you can not fully comple after the spikes are out is the third one where you have to get the bottle in time. The other levels can be beaten after 10 seconds fully (tried myself). Sadly there is no restart at this point. May coming releases will completely reset the room on death.
The bottles are sadly more decoration since I haven't finished their use. More in a blog post later.
@Zerot: I know, I'm kicking myself for not taking time doing any sort of soundtrack. The countdown was displayed in the left corner of the screen first but got lost while making the menu and help screens. When I got aware, I thought making these little displays would be nice.
Just because I'm curious, to those who played trough, what was your time?
Sticking to walls was really fun, this game is really great.
Oh, and my time was 115 seconds.
@klianc09: I've seen this bug in the IE as well. I'll look into it later. The game is probably initalised twice by accident. Thank you for telling me. Oh, and your time is nice. Happy to see that it is beatable for others as well. :)
The aptitude of the slime to move on every walls disregarding gravity gives an excellent gameplay.
The game is now working in my opera and I'll test IE soon. The only downside in this browser is that graphics are scaled smooth there for now.
The jumping mechanics felt a bit off. For example, when your momentum was going right, and you hit left, I wouldn't expect to immediately have all momentum move int he left direction.
As others have said, this could definitely use some polish, but it's quite fun, and I enjoyed it.
I see now what the problems with the controls are and will use this information for the post-compo version.