Ev'ry's 10 Second Adventure!

Ev'ry's 10 Second Adventure!

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 4.05
fun: 3.79
innovation: 3.92
theme: 3.79
graphics: 3.53
audio: 3.50
mood: 3.48
UPDATE: A small post-compo bug fix (1.0.2) version has also been uploaded. See the version control at the end of the page and download that version if you want.

Instruct commands at specific times to your pal Ev'ry, so it can collect gems and get to its goal in 10 seconds or less.



Made by *manta ray* (a.k.a. José Bonilla, i.e. me) in 48 hours for Ludum Dare 51 *Compo*.

* Version: 1.0.0 (compo)
* Genre: Puzzle platformer
* Builds: Windows x64 - Download below and unzip to play
* Total playtime: 15-20 minutes

This game is a puzzle platformer in which you do not control the character directly, but rather instruct it actions to perform at specific time slots of a 10-second period. You do so by placing different action tiles in the timeline:

UI-Timeline.png

After placing tiles there, you can start the commands by pressing the green Play button and stop the current run by pressing the Stop button. You can also press the Restart button to restart the level with a clean slate.

NOTE: There are 7 tutorial levels and 6 regular levels in the Compo build. Try to get all three stars in all levels! The game will save your progress.

Finally there's an Options button to take you to level select and/or mange options (Sound/Music).

Controls


* Mouse Left click - place tiles in the timeline, and generally interact with the game UI
* Mouse Wheel Up/Down - scroll and toggle between available action commands for Ev'ry (see below). _Also used in the Main Menu for scrolling up/down for the level selection!_
* Mouse Right click - use while over an already placed action in the timeline to remove it.

The actions you can specify are the following:

* UI-Tile.png No action or empty (doh!). By default all the timeline is empty.
* UI-ActionTiles2.png Walk right. Ev'ry will keep moving right unless told to stop explicitly.
* UI-ActionTiles3.png Walk left. Ev'ry will keep moving right unless told to stop explicitly.
* UI-ActionTiles4.png Stop. Ev'ry will halt all horizontal movement, even while airborne.
* UI-ActionTiles5.png Jump. Ev'ry will jump, keeping its horizontal momentum. If specified while airborne, Ev'ry can also double jump.
* UI-ActionTiles6.png Duck. Ev'ry will duck to avoid hazards and remain ducked until further instructed to do otherwise.

* Game Design by me, relatively inspired by King of Thieves
* Coding by me - GameMaker 2022.8
* Art by me - Aseprite
* Music and sounds composed and performed by me (Roland GP 609 + Audacity)
* Font is *Milky Coffee* by Syafrizal from dafont.com (https://www.dafont.com/milky-coffee.font)

Note that you cannot drag and drop tiles in the timeline.

UPDATE: A post-compo bug fix version has been released. See below

There a a couple of bugs (now fixed in the post-compo bug fix release):

- The cannons currently have a small bug that does not initialize their timings exactly the same every level restart. This can prove difficult to overcome the levels that contain cannons. If faced with this issue, try your same timeline configuration again several times.
- Even though there is a volume slider in the options menu, it actually does nothing. This is a bug.
- Tutorial level 5 has a bug in which certain ceiling tiles are not solid and they should be.

I opted out of the Humor category.

Source code is included (see LD51.zip).

* A Post-Compo 1.0.2 version has been released, fixing the above bugs and adding very small UI/UX enhancements. If you want to try it out, please go ahead. The bugs are not game-breaking but it's always nicer to play the clean version :)

The version control can be checked directly on the Bitbucket repo:

1.0.2

* Fixed a bug found by players on the GUI animations, where clicking restart twice would animate the GUI twice and would position it incorrectly
* Fixed a bug on Level 5 that was introduced in 1.0.1 in which the timings of the barriers changed making the level impossible to finish.

1.0.1

* Cannon and barriers now reset their state every time, so they are predictable now on every run.
* Fixed Tutorial Level 5 bug where certain ceiling tiles were not solid.
* You can now press SPACEBAR to start/stop the timeline.
* Improved timeline UI so initial selected tile is non-blank to avoid confusion and selected tiles are displayed with transparency to indicate they are not set
* When levels are finished, current action sequence persists and is no longer wiped out, to allow for easier iteration over the same level. Note that the action sequence does not get permanently stored in the progress data, so quitting the game and restarting it will reset the sequences to blank.
* Fixed Tutorial Level 5 bug where certain ceiling tiles were not solid.
* Added Quit button in the title screen
* Garbage-collected surfaces
Found a bug?
Tell us on Discord