I didn't have much time again this Ludum Dare, but I had fun making this game (apart from the annoying porting at the end, you know how the scaling goes all funny despite being tested throughout development, and it's just a massive headache, yet, randomly, it fixes itself and you hurriedly post that version to Itch.io before it changes its mind). Anyway, it has a smaller scope but I am happy with the final game. I only have a Windows port at the moment sorry, but when I reset my temper's fuse for Unity and my Internet connection I will try yet again for WebGL. Also, I want to publish my source code (since it has actual comments this time, apart from the last few hours of development, things usually fall apart then), but I want to polish the internals first.
The game is based off my earlier ideas of a player going deeper underground and encountering obstacles as it goes. In this case, the player must dodge all incoming blocks (presumably as it goes deeper underground). Each block you avoid will hit the green bar of blocks and you will earn a point. The game is concisely explained when you launch it. It gets harder as you go so good luck! Please post your highscore in the comments! Have fun and thank you!
Simple yet fun. A throwback to those LCD handhelds. The speed drags on. Instead of slowing it down, I would tweak the pattern generation so you don't have to move more than X squares between rows.
@lorwon and @sentmoraap Thank you both for the feedback! Sounds like fun is a good theme in my game! I agree with you regarding the speed. I have got to do some calculus to make the speed increases more linear (technically they are linear but the I'm changing a rate of change (speed) needs tweaking). I'll see what I can do about the pattern and impossible gaps (I will decide whether that is a lower max speed so they are always possible, or a guaranteed max 4 block movement for safety). Thanks again!
Fun game, I think @sentmoraap was right on the money. Maybe make the max number of squares to travel a function of how fast a human can press a button repeatedly and the time until the next collision with the next row.
Decent challenge, and pretty fun :) Maybe the ability to go faster temporarily by holding the down arrow would be good, so you can quickly go through clear spots ahead of you. Or maybe a highscore thing.
I'm not too good but after various tries I was able to get about 400 points :D
@exilegl Thank you! I originally considered making movement mouse based: just point where you want your player to go. Maybe I'll play around with that.
A good start! Gives off a retro/arcade feel and I like that it gradually gets harder over time instead of just remaining constant forever. Did notice that the score system means that some rows you'll score more than others, but that's not necessarily a bad thing (and perhaps also rewards players for getting through narrower/fewer gaps in the row).
Solid arcade game; I got 353 on my first go. Not much to criticize, except maybe that the blue walls feel solid based on how they look - some kind of more teleport-y look could help remind the player they can cross them. Good choice of music.
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Ps : I think that some patterns are impossible to deal with since the game speed up a lot ;)
Also, the BGM goes hard!
@hilda-hay Thank you for noticing that! Glad you liked my music choice!
Thank you both!
I'm not too good but after various tries I was able to get about 400 points :D
That's funny I made my game based on same game design idea, thinking "Everyone will make the same idea..."
It is with some relief that I finally find another game based on the same design ^^
Well done, I really appreciate the looping blue side and the gray light to anticipate where we are going.
Music is really fitting :D
@aune My thoughts were the same at the start, although more people have tended towards sea-exploration interpretations :).
@elvendan Glad you liked it!
@hunter-x Yes, I did that with the scoring on purpose (so it didn't feel too linear) :).
@bmacintosh Thanks for the advice, maybe I'll make them pulse slowly when they're not being used, and flash when the player teleports.
@lilkrit Thank you!
@gucio-miszcz I'm glad you had fun!