> Deep inside their headquarters, GigaCorp are testing their new gadget: the Auto-Freeze 3000(c). It is very early in production and currently freezes its operator to death. Nonetheless GigaCorp are pushing ahead with testing, much to the dismay of all their test subjects who want to escape.
> The subjects have realised that by sacrificing themselves with the Auto-Freeze, they can push the next subject closer to freedom.
Your game is well done but I felt frustrated by the level design and platforming. This is a game that requires patience. Good pixel art and music, and the premise fit the theme well. You managed to fit plenty of levels into this!
The game is good, but some levels make it needlessly hard. For example the third level took me 15 minutes because of the spikes. Mabye if there were an option were you could freeze upon death. However the music and pixel art is great.
I heard myself shouting "YEAHHHH" when I saw the first cannon. Very very nice game, music is fitting well and I had fun completing it. The mechanic is very well made and not too frustrating, this kind of feature would fit very well in a super metroid like or in a puzzle game like bread.
Challenging game! I included it in my compilation video series of games from the Ludum Dare, if you’d like to take a look :) https://youtu.be/7Oqdb7VuCRQ
I saw myself coming back to the game just for the music after a while ... there was a level that was perhaps too tricky for me, with a kinda narrow corridor and spikes underneath .. perhaps adding new different ways to sacrifice yourself could make this a great puzzle platformer
I really liked the level design and the music. I finished the game and I wanted more levels. We did a very similar game during this jam, the gameplay mechanic is the same but the mood is totally different. It's funny how many people thought about sacrificing the character during this LD.
Really nice twist on the 'recorded platformer' genre; adding the ability to die and lock yourself in a position opens a lot of possibilities which were fun to see. In general though I found the some parts of the design resulted in tedium, for instance in this level the 'safest' course of action is to traverse it a ton of times.
They say most things build on the work of dead people, you took this quite literally :smile:
Nice use of the theme, graphics are solid, music is fantastic and I am just really impressed that this is a compo entry. My only suggestion would be to limit the amount of people you can sacrifice, so a level might have a 5 man crew, and you need to finish it with those. But then again it is a good practice to make LD entries easy.
The levels are good worked with something more than only spikes 😀. It is a good game for a LudumDare in has a good music, a little of story and some levels to enjoy. I just thought at the end that I would know how many sacrifices I had made. Well, it is excellent
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We both worked kind on the same interpretation of the topic! (if just I was able to do some decent pixel art...)
I liked most the challenge and the idea of freezing for supporting the next one. It allows the player a kind of control of the scenario. Great idea!
I liked u used SDL for developing, I'm an SDL fan!
Maybe letting the corpses on the scene after the death would create a nicer mood :smiling_imp:
I heard myself shouting "YEAHHHH" when I saw the first cannon. Very very nice game, music is fitting well and I had fun completing it. The mechanic is very well made and not too frustrating, this kind of feature would fit very well in a super metroid like or in a puzzle game like bread.
well done !
We did a very similar game during this jam, the gameplay mechanic is the same but the mood is totally different. It's funny how many people thought about sacrificing the character during this LD.
Nice use of the theme, graphics are solid, music is fantastic and I am just really impressed that this is a compo entry. My only suggestion would be to limit the amount of people you can sacrifice, so a level might have a 5 man crew, and you need to finish it with those. But then again it is a good practice to make LD entries easy.
The levels need a golf like scoring system, where less sacrificed is better.
It got kinda tedious, the but idea and execution are solid.
Having the iceblocks locked to a grid was kinda annoying, but I understand it might have been a limitation of the engine.