Ludum Dare #49compo
Bitrunner
The idea behind this game is that you're a bit in a computer program that has just become sentient. Because of this, the computer program is missing a bit and has become unstable. Maneuver your way through the increasingly unstable computer program.
Controls:
W/Up/Space: Jump
A/Left: Left
D/Right: Right
Left click: Destroy red enemy blocks
Right click: Place floor block
Tip: Red projectiles get destroyed when collided with floor blocks
Tip2: Deleting enemy blocks is an "on mouse down" event, so it's easier swipe rather than precisely click the blocks.
I know the game is really really unpolished, I thought I'd actually have time to work on this game but the deadline has crept up so fast. Because of this over half of the planned enemies weren't added so I apologize if it's boring. But I hope you enjoy what little there is.
Controls:
W/Up/Space: Jump
A/Left: Left
D/Right: Right
Left click: Destroy red enemy blocks
Right click: Place floor block
Tip: Red projectiles get destroyed when collided with floor blocks
Tip2: Deleting enemy blocks is an "on mouse down" event, so it's easier swipe rather than precisely click the blocks.
I know the game is really really unpolished, I thought I'd actually have time to work on this game but the deadline has crept up so fast. Because of this over half of the planned enemies weren't added so I apologize if it's boring. But I hope you enjoy what little there is.

Comments24
Update: apparently it didn't save, here's the link: https://timeloadgames.itch.io/ld49-bitrunner
Can't change the page because it's been published
@tejasvonly Thanks for the feedback. Oh no! The dying and score was a last minute rush job, knew I’d miss something :(
Some easy changes:
- The "START" button really doesn't need to be a button at all. Clicking anywhere should be sufficient. The mouse hovering the button doesn't imply it's a button so no reason to add confusion. I must have clicked it by accident the first time, because on my second run I had no clue how to start!
- The SCORE at the end of my game was always 0, even if it was incrementing during the game.
- After dying, I'd want the game to reset on button press / click instead of waiting 4 seconds. That 4 seconds is unplayable and unfun time! Give the player control :)
Some harder changes:
- Running "backward" felt very difficult and heavy. Consider making that feel more natural. I don't enjoy the feeling of not being in control of the player character.
- The block placement mechanic did feel quite right. For it be useful as a platform, you'd pretty much have to click exactly on the player character which doesn't seem to be the fun part of the mechanic. I'd frequently wiff past the block even when it was positioned pretty well. Maybe a button to spawn the block underneath the player and stop momentum could solve that... it really depends what the goal of the block-building is.
- I wasn't able to successfully interact with the red block due to frustration of the above issues. If I could reset the game faster, I'd probably give it a few more goes.
@the-neon-shark Thanks for the points :) most of the points you have are basically things I would've done if I had more time. If I had more time there's a lot of things I could've added, but I knew I wouldn't be able to get anything done on the third day due to work so I submitted what I had to compo. For things like the "START" button, there was also meant to be other buttons for "TUTORIAL" and "CONFIGS" and it was meant to have an on hover effect. Just didn't have the time. Same as the reset button. And the controls I would've liked to narrow down. It's unfortunate you didn't have an easy time with the placing a platform and killing enemies. The whole point of the game is that later on in the levels there will be more enemies with more going on and it's a balance of controlling the enemy with you left hand, placing blocks as you need them, and killing enemies to stop from dying. So it's like a reflex/multi-tasking challenge. And with falling off blocks, if you hold down the jump button it will jump as soon as it hits a block. So all you need to do is place a block down roughly in the location where you think the player will be, then fine tune the landing position with A/D and hold onto the jump button so it bounces off the platform. But I really do appreciate the input, I'll take it all into account when I flesh it out into a real game.
@fabdynamic Glad to hear you liked the graphics and found the controls innovative. I was trying to think of ways to make a platformer that wasn't just a "move, jump, shoot" platformer, then I had the idea of killing enemies with clicking on them and placing down platforms. Eventually it turned into an infinite runner, but I'm thinking of going back to a fast-paced action platformer with a bit of Celeste-like puzzle elements (limited platforms you can place, multiple ways to finish each level, etc.)
@ixchow I made a comment earlier providing a link that works :) I accidentally copied the wrong link when I published the game for compo
I did not feel the unstability of the program that much though, maybe some heavier visual effects like glitches and power ups stopping to work for a few seconds when using them would add that little feeling and make the tension rise!
Good luck, keep up making games!
Nice work :)
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