10 Seconds To Avoid Death by jk5000 2022-10-04T01:52:59Z
The voice acting really stands out, great game!
Foon → Ludum Dare Explorer → Users → Jacob Diaz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | ๐ฅ | Run Till Dawn | jam | 351 | 3.78 | 3.79 | 3.64 | 3.43 | 3.95 | 3.01 | 3.91 | |
| 2022 | 51 | Every 10 seconds | Parcel Problems. | compo | 74 | 3.89 | 3.81 | 3.95 | 4.13 | 4.19 | 3.73 | 3.51 | 3.87 | |
| 2017 | 38 | A Small World | ๐ฅ | Little Polys | jam |
The voice acting really stands out, great game!
I enjoyed it :)
The stickman animations reminded me of some of the flash games I used to play, great game!
I agree with some of the others here that the game has a very nice feel to it!
Very clever! adding the time constraints to a clicker makes it very different to all the others (and somewhat stressful :D)
Super cute art style and audio! I love how the hiccups aren't fully explained and you figure it out organically. Love the mechanics like fast running and the buttons!
@cptplastic thatโs a pretty normal thing for game jam games, just ignore it really.
The smaller incremental upgrades that come quite quick is very satisfying. It was also great to have enemy variation instead of just overwhelming identical enemies!
absolutely love the art
Thanks a ton for the comment @Trabasura! I appreciate the compliments!
The clocks on the left display the total time as well as the current package time, but *under the hood* the game is ensuring you keep an average packing time of less than 10 seconds! I tried to convey how the player is doing with effects but I can see how it could be a little confusing :)
Thanks for the feedback @davidbradbury :D I'm glad it wasn't too hard to piece things together!
Thanks for sharing your score @rickylee! Not bad at all :)
If you can manage to deal with a fast conveyor belt full of items in the later stages it can actually help you, since it lets you hand in packages faster too!
@m11 Thanks! I was really trying to get a frantic feeling while still having it be approachable.
@senso, @last-angle Thanks for playing, and for the feedback!
@neollok I really appreciate the effort you put into giving feedback! It's very helpful.
I'm happy that the atmosphere felt right and that you felt the panic! And I'm also glad that my last minute additions (like the picture frame) get noticed. I believe you actually caught onto a bug that I found while testing that caused the display to massively over-blur when late in a playthrough. it was a small fix.
Really glad you liked it :D
@jag Thank you for all the love! I'm very happy that the little extras I was able to fit in seem to go a long way :D
@smilewood thanks for the in-depth feedback! I'm glad it was approachable and that the *atmosphere* of the game kidna came across well :)
@coda-highland Thanks for speaking up!
The core reason I don't have a WebGL version is because WebGL doesn't support some of the important post-processing effects I use in some mechanics.
So I hopped into Unity, tried out a Linux build, and dusted off a Linux machine to test it. It seemed to work so I'd love to hear what you think. The Windows build is still the main build I've verified to work in all areas, but the experimental Linux build is now there next to it :)
@logovostudio @negdo @daandruff Thank you for the feedback it's really appreciated!
@lazzor I know about the exiting issue but I don't think I can change it at this point! Would adding a "tap *esc* to quit" be considered a new feature and not a big fix? I'm not sure. Thanks for the review :)
@ronn-fever I'm super happy that the theme seemed to come across in both the atmosphere and the gameplay. I love the idea of adding grumbles and gripes from fellow co-workers :D Thank you for the feedback!
@googlypoo I'm glad you were able to sort out your control issue, and I'm happy the effects are working as intended! Thank you for taking the time to play :)
@misterstripey Thank you for playing! I really appreciate the feedback. It's been a while since I entered the compo so I'm very happy people are enjoying it.
@mvasko2 thanks for playing and for the feedback!
I've found that a lot of people seem to click RMB instead of hold it, the intended usage was a lot of holding (i.e: holding LMB and RMB together). Maybe that could help? If you were already doing a lot of holding then maybe I have to tune the clumsiness a little :D
@shadowbrain thank you for speaking up! I believe I've made it public now.
I'd love to see what could do with the project :D
@shadowbrain Wow! I definitely see how a VR specific grab system would be needed, my system is quite physics-ey, and tailored to the flat screen version of course.
Super impressive work! Thanks for diving into it, I'll have to give this a try on my headset :)
@honey-pony Thank you for all the feedback! It is super valuable to have someone really dive into the game like you have. I also appreciate that you stuck with it to get to the later difficulty section as I really tried to "tune the chaos" with the belt and labels/boxes having more force to them :D
I think you did encounter a bug, there is a small double counting bug that sometimes overlaps the terrible package counting with other package types. I *think* the score should still be accurate when this happens.
Inside the game, your "health counter" or number of failures increases by either submitting an untaped or still-folded box, or by submitting a package that has absolutely no correct items. So, if you submit something that has at least one correct item on-time then the game is happy with it, but you will get a drastically smaller end score by forgetting lots of items. I guess you could go the whole game with "okay" incomplete packages, but it would take a lot longer to get any high score by the end since perfect packages give a large boost to points. That's the balance that kinda has to be found.
The main way to accrue errors is of course by submitting packages a too slow. The package submission "failure" is based on a running average of recent submission times rather than each individual submission time to allow for a small amount of leniency and "smoothness" to ending the game. The 10s limit still holds on those calculations though. There is no cap on submitting terrible packages (still-folded boxes, untaped boxes, no correct items). But a terrible package will count as multiple failures when compared to just submitting something a little too slow, so you're encouraged to at least get *something* out.
I consider myself a lot more of a developer than a game designer, so I'm glad at least some of my gameplay decisions are enjoyable for people! Again, thanks for playing and for the great feedback.
I really like the art style! fun game :)
Really like the graphic + audio combo, really brought me back to old arcade games
The controls felt great and the audio/music really brought everything together!
Love the music, and I enjoyed the complexity! Jumping was a little floaty but good once I got used to it :)
Love the art style, that pixelated eye opening effect is super cool!
A super cool idea with the music creation, and I loved the little avatars coming in to give hints
I loved it :)
Very cohesive art, loved the tunes, and i loved the *big meat* order. The controls took a second to get a hang of but I got it eventually! I also like how the instructions weren't just a list, but take a liiitle bit of thought to get the order right
The music is great! and the voice acting really adds a lot.
Loved it :D
I really love it! The vehicle control system feels very drifty, but in a good way. The graphics are nice and the added visual effects really go a long way
The upgrades were nice, good variety :)
I like the space-y theme and the musical aspect. I think some mid-air player movement would make the jumps more approachable.
kinda trippy :p
Feels really good to play! The slight screen shake is a nice touch too
I really like the audio, it really fits with the whole style/theme! It took me a second to understand the movement and character selections system, but after learning it the game is very smooth and fun to play. I think my only feedback is that maybe some keyboard input could help with speeding up character switching and other functionalities, not unlike the optional hotkeys in FTL.
It's got a good feel to it. The music is enjoyable and the art is super cute!
I really enjoy the music! The upgrades are satisfying and I like the tether mechanic too.
*Very* good graphics, super fun
I like the design of the main character :)
The level editor is a really cool addition
the art is super nice
The art and audio is all super cute
I really like the visual effects and how it brings everything together, nice game!
I like the scripted intro, super nice. The mechanics are cool and I loved the dialoge
Has a very polished look to it, and I love the building aspects!
I really liked it once I got a hang of the movement! The zoom-out progression was a very cool surprise and it provided a good amount of difficulty.
A really impressive submission, the art is incredible
I'm terrible with spooky games so this was terrifying! I just had to play after reading that incredible title, loved it.
Love the art, and the audio goes a really long way to making it super atmospheric
I really like the audio, it matches the art well. I also really love the choice to go with and all-keyboard input system, it feels quick and snappy.
I won in a couple minutes :)
I enjoyed the art, some of those pixel animations are pretty smooth!
I love the style, and I can TELL you made these games just perfect enough to make them stressful under the 10 second constraint. I also love the seamless transitions between games
I really love the art!
Love the music! It really brings everything together
I like the twist on the original minesweeper, a little morbid but super fun :D
The audio really stands out, I love all the musical quips and the penguin noises. Really great game!
I like it! Good stuff.
The death animations are really nice, feels satisfying!
It took me a second to get into it, but I got the hang of it! I love the art style and you can really feel the pressure!
I like the art :)
The control, art, and audio really link up together really well. The sound effects are really great!
I like the visual effects
I really like the art style, it's very cohesive
The music is nice :D
I really like the art style! Fun game :)
Very good vibes
I really like the art and the top-down view
I love the atmosphere, really fun game :)
@phost-dll Thank you for taking the time to check it out! We really appreciate your feedback.
You're on the right track with rendering. This project uses HDRP to do *a lot* of the heavy lifting regarding lighting, volumetrics, and post-processing. I then used some RenderTexture manipulation to render the game at 480x270 to then be placed on the full screen. From there I think the simplistic models and bit-crushed audio really helps to solidify the PSX feeling.
The level generation is something I made from scratch for this jam. I'm experienced with procedural generation so I fell back on this idea when others didn't work. the level seed is processed into an integer and fed into layered Perlin noise to generate all the object positions and orientations. I then wanted to add another level of complexity so the length of the seed simply linearly increases the number of obstacles generated.
Thanks for all the compliments, I'm glad the PSX feeling comes across :)
@phost.dll definitely work with some existing noise libraries so you can get some results/understanding early. I got a good intoduction to using noise with the Unity Asset Store tool [FastNoise](https://assetstore.unity.com/packages/tools/particles-effects/fastnoise-70706). From there you can choose to use existing tools or dive deeper into the math behind how they're actually generated (it's a lot of linear algebra).
@icaka Thank you!
Thank you all for the comments and for taking the time to try it out!
@fenix131113 @gruzdid @kirass
@kimday @gruzdid
In playtesting we had some people struggle with the pixilation and difficulty progression, and some people not mind it. It does get pretty tough and even unplayable at times with the max 8 character string. I personally have a record of finishing the 7 character string "LDJAM55", but it did take a while ;)
@sevadusk @kimday Thank you for brining this crash issue when using letters in the level code up to us. None of the computers we tested in have this issue so it may be platform-depended and tough to track down, I'm glad numbers work as a temporary fix!
@ypwub5 @the-sphess @iwant-pizza @danb18 @popertots @master-yeet @gnum @muraena
Thank you all for playing and for the feedback!
The controls and the physics of everything is pretty satisfying
I really like the art style and drawing visuals :)
I like the pixelated vibe of everything and the models as well. Quite enjoyable.
I love to see a board game on here! Great work!
The graphics are very cohesive! love it.
I really enjoy the way this game feels, it is reminiscent of vampire survivors but gives me the satisfaction of rattling off combinations similar to Helldivers.
I particularly enjoyed how mana can be restored via further combinations instead of just something like waiting. It took me a second to learn but once I memorized them the speed of casting different spells in quick succession is very satisfying!
Cute look and good lighting. I was a bit confused as to what I had to do at the first level but figured it out quickly. I also think A and D or the arrow keys would be a bit more intuitive than Q and D for Left/Right, but you made the controls clear so that isn't much of an issue.
For jam games like this I'd recommend binding ESC or Q or something to immediately close the application, I had to ALT-F4 out of it ;)