Really Important: PRESS ESCAPE TO RESET THE LEVEL IF YOU GET STUCK, or run out of "freezing power". IMPORTANT: ARROWS are platforms when frozen in time.
Pre-Script: Arrow keys work as well, in the same way that w-a-d work in the game
I finished just in the nick of time. The instructions are included, and just remember, if you get stuck, use esc to reset the level. I had lots of fun with this ludum dare, and I hope you enjoy this game. It was my first ludum dare, and quite frankly the only game I have made in this timespan.
NOTE: Fire kills you, Mashers kill you, basically anything that moves kills you, except for tiles. Oh, and don't forget, Falling tiles make a fashionable staircase when frozen in time.
P.S going offscreen will kill you, unless its a pathway to the next dungeon, but you will have to figure it out. (Walkthrough coming soon) (Android version coming soon)
Fun! I liked it. It was a difficult, as the people above me have commented. Also, I don't know if this is a glitch, but on level 2 if you run straight into the first wall, you can get stuck.
This was one of my favourite games so far. I didn't think it was too difficult, although it definitely took some getting used to. Really liked the concept! There are a few glitches with running into walls that then become impossible to get out of (the ones on level two and the first level with the plunger things are the ones I got stuck on), but other than that it's really well made. Great job! :)
I loved this idea! One thing I would suggest is maybe messing with audio levels a bit. The arrow shots were pretty loud and the collapsing platforms scared the crap outta me lol. Really really really liked the main gameplay mechanic idea tho!
I did try jumping on arrows and just fell through? Maybe I wasn't placed correclty? improve collision detection on platform? But I got stuck in wall and couldnt reset so (R key to reset, is great for little games like this)
Great idea and mechanics. The levels were great too :) The only thing was the collisions, they were a little wonky at times, getting stuck in tiles, and it was hard to see where exactly you can stand on arrows.
Wow the concept is just brilliant! Extremely innovative to use frozen objects as platforms! As people mentioned there is some problems with wall collision on the x axis, as more than once I got stuck in the middle of the wall when I collided with it at high speeds. A simple code to set the player's x position to the edge of the tile would be able to fix this. It would be great fun if you implement some chain reaction or trap system to make objects move remotely(make platforms above player fall, for example) which the player can then use to advance. Great entry and awesome job!
Thanks for the first impressions! I really appreciate it. I seemed to have placed a wall in the wrong place, as the level which you got stuck on, the falling tile one, its exit was to the bottom left, not right.
@BlackBulletIV Yeah, I got that a lot, I realize I shouldn't have a friction system in a platformer where precision matters. Thanks for the feedback. Have I seen you lurking on the love2d forums before? @Pavel M. Dlouhy: Thanks! It sorta came to me when I woke up on the saturday after the theme had been announced.
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Also, I don't know if this is a glitch, but on level 2 if you run straight into the first wall, you can get stuck.
There are a few glitches with running into walls that then become impossible to get out of (the ones on level two and the first level with the plunger things are the ones I got stuck on), but other than that it's really well made.
Great job! :)
I think with some powerups your game could do well on mobile!
I did try jumping on arrows and just fell through? Maybe I wasn't placed correclty? improve collision detection on platform? But I got stuck in wall and couldnt reset so (R key to reset, is great for little games like this)
As people mentioned there is some problems with wall collision on the x axis, as more than once I got stuck in the middle of the wall when I collided with it at high speeds. A simple code to set the player's x position to the edge of the tile would be able to fix this.
It would be great fun if you implement some chain reaction or trap system to make objects move remotely(make platforms above player fall, for example) which the player can then use to advance.
Great entry and awesome job!