Ludum Dare #51extra
Reboot
Description
You are a cursor.Cooperate with your previous lives to progress to the final floor and beat the game. Once you've solved how to reach the final floor, try optimizing your run while collecting points to get a high score.
History
This game was heavily inspired by the 2008 flash game Cursor10 by NekoGames Yoshio Ishii which I greatly enjoyed in high school. When I saw the theme for the jam, Cursor10 naturally came to mind. This is my attempt to make the best modernized clone of it I could.I had initially planned several additional mechanics and a narrative design to the game loop, but as the time limit came closer, these features didn't make the cut. Ideally I would set the lifespan time something closer to around 12-15 seconds for difficulty tuning. However I really wanted to keep with the theme.
I originally made this game for GDTV2022 a few months back. When I saw the theme "Every 10 seconds" for LD51 I rebuilt the game from the ground up during the weekend with a new replay system and new guts in general. After someone pointed out this may be against the rules, I contacted mike and moved the game to the Extra category.
Spoilers and Tips:
!> If you reach the floor with 3 buttons and can't figure out how to progress. You need to press and hold all 4 buttons to make the final staircase appear. The 4th button is located at the top of the 3rd floor. The game itself may prove a bit challenging while you're figuring out little micro optimizations that go a long way. Keep in mind you only need to hold a button down long enough for your future cursors to use the staircase. After that point you're free to use your remaining time on other tasks.Credits
Music by Paul E. MessierGame Code, and Art by Astrydax
Original 2008 Cursor10 by Yoshio Ishii
Tools Used: Unity, FL Studio, BFXR, Affinity Designer

Comments21
Jokes aside I followed a guide similar to this one (can't locate the right one) tutorial last year for Affinity Designer (fantastic software thats far cheaper than adobe tools) and it's actually super easy to make passable graphics for non-artist devs with affinity designer. The isometric tools make it so simple.
The hit point box serves as an additive flow gate, where the first cursor gets through the slowest and all future cursors get through slightly faster than the last. The issue with this is even though the gate is additive, there's a second bottleneck as the first cursor through the gate performs an essential role of holding down one of the buttons and still remains the weakest link holding back the effectiveness of all future cursors.
While the hit point change had quite an impact on only the first cursor that made it through it did little to affect the overall difficultly of the whole game.
At the end of the day the best thing I could do to change the difficulty without losing any of the remaining puzzles would be to adjust the time for each live (which exponentially reduces difficulty as just adding a single second adds a total of 12 seconds, 1 for each life, and in turn each subsequent cursor gets to build upon the extra time the previous cursor had with increasing efficiency). But I wanted to keep the game inline with the 10 second theme.
I did want to change the size of the main cursor to stick out more wants the chaos swarm of cursor starts to set in. Even I was having a hard time keeping track of my Active Cursor in development. If I keep building the project now that I have less of a time constraint this will probably be the first feature I add.
I really appreciate the feedback and thank you so much for taking the time to play.
In the first version this was quite an issue. I was unable to have any delay in the gameplay loop whatsoever or the replays would break. Once a cursor "dies" the next live MUST start immediately. This is even causing a bug with the very first life due to the delay the opening dialogue creates. This is a pretty heavy design limitation I hope to be able to fix in future updates.
I really like the point you make designing the puzzles to where future cursor don't actually need to visit other floors. That would have been MUCH better design. I'll take you up on that for future updates!