In DON'T RUN OUT OF SPACE (DROOS) you take on the role of a greedy whiteboard worm. Your goal is to deposit as much "art"/"treasure" as you can before the whiteboard fills up.
Controls: - a - move left - d - move right - space - jump - l-shift - explode
Press "Enter" to play. Deposit treasure by making contact with it while your character is the same colour. Change colours using colour vortexes. Break-down treasure by exploding it. Can only explode 1 time per second (1 e/s). You lost if a treasure gets stuck in the ceiling for more than 5 seconds.
This is really cool! Very simple concept and good execution on the theme but I think the art style is what did it for me the most. I really enjoyed the whiteboard sound effects too ahaha!
OH MY GOD! The graphics! The sound! The non intrusive UI! Fantastic! I love it! I absolutely love the art style you chose and I love how the rather than making me read text you let the player figure out how to erase colors! It's the color behind the character! I didn't get it at first but when I realized it I felt like a genus*! The music is fantastic! The one thing I would change is spawn the color changers close to the player. Because at a certain point they become impossible to reach.
@ossi thanks! I actually had to use shoe's squeaking on my floor for that one cause I couldn't capture the sound of the actual markers!
@madar-games woah thanks! I have them spawning high up some times so people need to try and use their platforming skills to get up to them. I realize at the start it's tough if they're too high... maybe I can make the spawn range increase over the duration of the game.
There have been a few games like this so far. This is the best one I've seen. The graphics are just yes, the sound is pretty good too. For the most part, it plays like you'd expect it to, and that's a good thing. The screen feels a little dark to me, idk if there's a way to brighten it up. I'd like it if the explosions felt a little more impactful as well. They're useful, but they don't feel as cool as they could.
Great game! Making the game out of real life footage gave a very unique look to it. I love how the plant on the right is swaying around over the gameplay. Character animations are also very smooth, and the sound effects are great. Well done!
Love the idea. Graphics and sound also fit well together and it fits really well to the theme. I absolutely loved the weird S piece that everyone has drawn at some point in their life.
@squirmonkey the screen was dark because the room I was taking the pictures in was dark. Thought about lightning it up but figured it went well with the atmosphere. Thanks for playing!
@hakro thanks for playing! glad it made you giggle! If you're lucky, you'll get a multi-colored portal and get to hear the powerup song I recorded using only my voice. Unfortunately for everyone, there is a bug where the powerup song loops forever until you restart the game... I like to think it makes it better.
@alexander-tan haha I wanted to use a "marker writing on whiteboard" sound but I couldn't record it well enough so I had to record my shoe instead (since it sounds similar). You'd be happy to know that I decreased the intensity of it as it used to play every single time a drawing collided with anything else. :P
Very interesting and cool art & sound design. They fit together well too. And controls were also super solid.
Some kind of "singing" sound appeared at some point and never stopped. Quickly after that the music also stopped and revealed annoying static drone sound. Here is a clip of that...
I would have liked to see some warning on the spots that the portals would appear at, they quite often appeared on top of me or right where I was going and ruined my combos. The portal spawning points could have used some "smartness" also instead of being pure random so they wouldn't spawn out of reach that often.
The slow start was also quite boring after I had gotten accustomed to how the game works. A tetris like "press down to speed up the block spawning rate" would have alleviated that and made the beginning part more bearable with continuous retries.
The exploding mechanic could have also used some work. There was no downside at all of using it and you got more blocks (ie. score) by using it. So you're just asking me to mash a button with my left pinky every second. So I think it could be fixed in at least two ways. The first one is by adding some kind of punishment of over using it like having it completely destroy the smallest blocks so you should be more careful on its usage. The second one is making it completely automatic so the character would explode once every second. Or at least let the player hold the button down but even even a button you need to hold down 100% of the time while playing is not great design.
The singing comes when you hit a multi-colored portal which gives you the ability to destroy all the treasure. It is supposed to be a goofy power-up song similar to when you get a star in Mario. However, after exporting the game, I noticed that it loops forever once you get it (and I didn't want to cheat and change the game after the fact).
I agree that the portals could use some work. I wanted to keep a platforming element that made players either actively try and avoid portals they didn't want to hit or actively seek out portal by any means necessary. I didn't have much time to balance it very well so it stayed random.
I had a hard time dealing with the explosion. I was going to add a longer timeout but realized that it was almost essential to be able to use it often in order to break down blocks. I found that the more you broke the blocks down, the hard it was to hit them and make them disappear (which was enough of a "penalty" for me given I was running out of time). I like your idea of it destroying the smallest blocks though (I'd have to add a warning to the blocks, however, to let the player know that once they explode near them, they'll be gone forever).
The art and sound took much more work than expected. I thought by drawing everything it would save me time, but I was way off. Thanks for playing!
Cool game! Very realistic graphics ;). Everything seems polished from the gameplay to the sfx and design. It's very hard to find anything negative to say about the game. Well done!
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@ghostgoatsgames thanks! The lag might be due to the animations being slightly delayed or your system having a hard time processing all the colliders.
@hive-mind thanks! glad you enjoyed it!
@madar-games woah thanks! I have them spawning high up some times so people need to try and use their platforming skills to get up to them. I realize at the start it's tough if they're too high... maybe I can make the spawn range increase over the duration of the game.
@willops @shinysteel @pancakevader @elenesski thanks for playing!
The sound effects make me giggle :D
Nicely done.
Some kind of "singing" sound appeared at some point and never stopped. Quickly after that the music also stopped and revealed annoying static drone sound. Here is a clip of that...
I would have liked to see some warning on the spots that the portals would appear at, they quite often appeared on top of me or right where I was going and ruined my combos. The portal spawning points could have used some "smartness" also instead of being pure random so they wouldn't spawn out of reach that often.
The slow start was also quite boring after I had gotten accustomed to how the game works. A tetris like "press down to speed up the block spawning rate" would have alleviated that and made the beginning part more bearable with continuous retries.
The exploding mechanic could have also used some work. There was no downside at all of using it and you got more blocks (ie. score) by using it. So you're just asking me to mash a button with my left pinky every second. So I think it could be fixed in at least two ways. The first one is by adding some kind of punishment of over using it like having it completely destroy the smallest blocks so you should be more careful on its usage. The second one is making it completely automatic so the character would explode once every second. Or at least let the player hold the button down but even even a button you need to hold down 100% of the time while playing is not great design.
Anyways, good job!
The singing comes when you hit a multi-colored portal which gives you the ability to destroy all the treasure. It is supposed to be a goofy power-up song similar to when you get a star in Mario. However, after exporting the game, I noticed that it loops forever once you get it (and I didn't want to cheat and change the game after the fact).
I agree that the portals could use some work. I wanted to keep a platforming element that made players either actively try and avoid portals they didn't want to hit or actively seek out portal by any means necessary. I didn't have much time to balance it very well so it stayed random.
I had a hard time dealing with the explosion. I was going to add a longer timeout but realized that it was almost essential to be able to use it often in order to break down blocks. I found that the more you broke the blocks down, the hard it was to hit them and make them disappear (which was enough of a "penalty" for me given I was running out of time). I like your idea of it destroying the smallest blocks though (I'd have to add a warning to the blocks, however, to let the player know that once they explode near them, they'll be gone forever).
The art and sound took much more work than expected. I thought by drawing everything it would save me time, but I was way off. Thanks for playing!
@icxon thanks for the playthrough! looks like you caught the goofy music bug right at the start, I'll have to fix that.
i love the art style, the physics are well done and the music fits so well!