FoonLudum Dare ExplorerLD51 → 10 seconds or less

10 seconds or less

By drunkardwolf

View on ldjam.com

CategoryRankScoreCount
Overall1933.5223
Fun803.7722
Innovation3562.9722
Theme2403.5723
Graphics2183.5223
Audio1613.4223
Humor2032.7520
Mood2343.2321

Comments

anchorlight 2022-10-03 02:18

Now this one was a surprise. It feels like the complete opposite of your last entries, forgoing anything story related for pure gameplay and replay factor. And yet... you pulled it off seamlessly. The music, modeling, and everything gets the job done perfectly and parkour is simple but effective. All the little touches like developer par times and quick restart shortcuts go a long way towards making this entry feel polished and I was surprised by the sheer number of levels you managed to cram in there, especially for Compo time. Awesome work as always!

xorel 2022-10-03 02:59

This was awesome, the fact this was done in 48 hours is amazing. Really enjoyed the developer time popping up over the end of level, gave incentive to go back and try again. Fun replay, and a nice bite sized bit of speedrunning!

dyguests 2022-10-03 04:10

Wish the mouse sensitivity could be adjusted.

Great game with all the elements in place.

rickylee 2022-10-03 05:45

Needless to say I couldn't beat any of your times haha ^^ I got 2.79 on lvl 1 and that's good enough for me. The game is incredibly well made and I really enjoyed playing! great submission :)

drunkardwolf 2022-10-03 07:36

@anchorlight Thanks for playing, went into the jam planning on sticking to the usual formula but hated the theme and struggled with ideas. Looking forward to seeing what you're working on this time round :)

mvasko2 2022-10-03 14:06

The music had me nodding my head, it gets you going nicely :thumbsup:

The game is fun, it's a bit like a poor man's Mirror's Edge. I agree that the developer times are a good thing, it's a simple but effective way to keep the player motivated.

I can't help it, but for me the gameplay felt a little clumsy, especially during wall runs. Sadly I can't really tell what specifically was wrong, but I'll just say it didn't feel right for me. It's as if I was at times pushed to a different direction than I wanted.

Also, where are the aliens on level 6? I could only find one in front of me at the start, but there must be some that I'm missing, because the exit wasn't activated when I got there.

Anyway, a solid entry :thumbsup:

drunkardwolf 2022-10-03 14:23

@mvasko2 Thanks for playing, I agree with most of your feedback, I wanted to spend more time tightening up the wall running systems but just didn't have the time. As for level 6, there's a 2nd alien hiding down to the left of the first one on another platform. The number on your watch indicates how many of them are still alive in each level.

ale 2022-10-03 14:41

TAKE THAT DEVELOPER! Screenshot_20221003_103431.png

That was the level with two blobs, where one of them is standing on a platform behind a tower that you're meant to crawl under. I tried and tried many times to beat it, but could not make the final wall jump onto the UFO. Eventually though, I realized that I don't need to wall run at all and can double jump far enough to reach the UFO. Not sure if that was intended, but I'll take the win :P

This was fun, but took a while to get used to the controls. I don't know if it was a problem with the game, or my fault because I was playing through Wine (I'm on Linux), but the camera was hard to control. Luckily though, it seems like you implemented some kind of aim assist so that wasn't a big deterrent. Also, you can shoot through walls, which makes certain levels easier.

climbing-dolphin 2022-10-03 18:35

This game is awesome! Developer time is a great way to keep player try your level after completing it. The game is not punishing you for losing since you can restart at any moment. The music is cool, the theme is cool. If i had to say one bad thing (or two!), i would say that wall jumps are not that clear, we don't really know when we are touching them, and the feeling isn't very juicy. The second problem is the level 6, the hidden alien is too much hidden, and it feels more like a forgotten enemy than a part of your level. The shortcut in the ramp level is well-thought, i found it because developer time seemed absurdly short for the level! Overall, the level design is elegant, and the game is cool. Well done!

jk5000 2022-10-04 07:37

A very well made compo game. The visuals and the music is really good. The gameplay idea is simple and fun. The controls is okay, but in general it can use a bit of fine tuning. Overall a good compo game. Well done.

arkinrev 2022-10-04 19:43

Really fun entry, and I had to keep pushing the times, so that was fun! The aim at a distance felt a little strange, but it also seemed like the shots were forgiving. If I were to make an adjustment to shooting: I'd maybe throw a long raycast out from the center of the screen and aim the gun at the first thing it hits (so the bullet still comes from the gun) or aim at some max distance point of the raycast if it hits nothing. Everything still works really well, and that's a minor thing that might tighten up the control. The running is great, the jumping, the speed, all awesome. Great work!

shadowbrain 2022-10-06 13:37

Fun little game!

I made a VR port of it, thanks for posting the source!

https://github.com/ShadowBrian/10SecondsOrLess_VR_Fork

https://www.youtube.com/watch?v=nzUDecMH6o8

I must say, it works surprisingly well in VR.

I had some difficulties with your wall running script and getting that to work smoothly in VR, so it gets a little glitchy sometimes sadly.

Still fun to play through though!

100th-coin 2022-10-06 16:09

Wow this was fun! I love how you showed the developer times, so I was encouraged to keep playing the same level, ha! Great stuff. The wall just seemed incredibly awkward though, and I felt like it was best avoided. I was recording my gameplay, so you can hear my thoughts in realtime, but I feel like the walljump wasn't working correctly.

The blob exploding sound is fantastic, and I love the level design! Great work!

Here's that video I made for extra feedback:

https://www.youtube.com/watch?v=EJKas4T2Wm8

mossieur-patate 2022-10-13 20:07

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

1. ‘Controls’ section on LD game page: I think adding some line breaks would help! (display is fine on the itch.io page) 2. on itch.io game page: "THEM" -> "THEME"; also, on both, "UFOs" -> "UFO’s" 3. menu is super nice, with level selection and translation/tweening effect 4. first level: controls are layout-independent (instead of QWERTY), great! :) (I have an AZERTY keyboard) 5. super effective concept, and I love that you put the time indicator as an in-game element (the watch)! Playability feels great 6. trying to fall: infinite fall? X) 7. first level: managed to get EXACTLY the developer time! I see this as an implicit tutorial/indication **[spoiler]** that crouching makes you go faster ;) 8. ah, wall jump on vertical floating walls; reminds me of another game jam game, [*Time Loop*](https://itch.io/jam/mini-jam-113-final-boss/rate/1672907) 9. the small brick texture can get a bit ‘dizzying’ for the eyes, since the player moves fast! 10. (level with 3 distant enemies) I easily get enemies from afar in one shot! Is there some splash damage at work, or at least, generous collisions? Or: there seems to be some automatic aiming! 11. (level with 2 enemies) ah, tricky backwards hidden enemy! X) Nice :) 12. series of three closely aligned enemies: I wonder if this is really a good choice, as they are way easier to get. Aaaah, maybe there is a shortcut, and then, you have to take them down with a well aligned shot? :) 13. by the way, showing the level number during the level could be useful to know/remember where you are in the flow ;) 14. sometimes, when fast performing fast alternating wall jumps between two walls, I get some kind of a (useful!) teleporting glitch from one to the other 15. only realizing now (level with 2 enemies and big slope) that you can slide on a wall **without** jumping… X) I may have been biased by previously mentioned game 16. PHEW, managed level 8 in 9.95 s! XD By the way, I think only in the level with the three aligned aliens was the developer time significantly lower than mine, so I definitely suspect there was a shortcut there, but there does not seem to be many (or any?) in the other levels up to here 17. level 9: interesting to see the top side of the saucer, right behind the start 18. I feel like level 9’s ‘trick’ is too straightforward! (I have 4.40 s trying it without training, and developer time is 2.35 s, so this must be it) This is a pity, seeing how the rest of the level is designed as a whole little nice track… (making me think of *Unirally*, somehow) 19. thanks to @100th-coin’s video (taking a glimpse), I notice misspelling "detatch" -> "detach"

**Takeaway:** clear pure challenging concept with time trial as an effective interest enhancer. Fast restart is a perfect option for such a game, as in *Super Meat Boy* — although I think the fading should be even quicker. Speaking of which, the game makes me think of it, except the collectibles become enemies and you are forced to get them. If I had to super nitpick, I would say that this is more of ‘Under 10 seconds’ than ‘Every 10 seconds’, but I feel like this would be mean. ;) Although this may be how the game is more original: by straying just a tiny bit away from the theme. I like the blobby aliens, the saucer, the sounds (although some stepping sound would have been welcome!), use of the orange colour as a guide; I would have just used a more spaced out brick texture.

Promising game! :) I could see it extended in a variety of directions, including disabling automatic aiming in some ‘hard mode’.

caladrius 2022-10-18 23:09

Really ambitious to see such mechanics put into a 48 hour project, huge fan of wallrunning and sliding games. Though with that being said, after jumping from a few hundred hours of Titanfall 2 directly into this I did feel a bit like I was starting to go insane with the mechanics not being *quite* there, but that's absolutely nothing I'd dock points for in a Ludum Dare. Amazing work!

riphitter 2022-10-19 02:14

pretty cool idea. great use of the theme. Wall running was a bit tricky at times (jump seemed perpendicular to surface instead of keeping the forward momentum) and the aim sensitivity was a bit high (thank goodness for adjustable gaming mice!) but I eventually got through all the levels. Really like the "alternate paths" not the way you're originally facing when you start. Had to play through a few times to really get them down. Including developer times was a nice little push to finish faster or find a better path. really liked the wrist watch UI and I was Definitely grateful for the aim assist at those speeds . great work for 48 hours

tanis 2022-10-19 07:31

Not much time to play the game as thoroughly as I would have liked, but a few key points. The graphics is nice, I like the aliens and the player's hand and watch. The floor texture is a bit eyes-crossing for my tastes, though. I love the Mirror's Edge vibe when wall-running. It's a solid game with simple mechanics and I like it. It looks like you also managed to find the time to come up with some good level design to challenge us, so nicely done ;)