August 23rd-26th 2013 :: Theme: 10 Seconds

Ludum Dare 27 — August 23rd-26th, 2013
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10 Seconds To Rotate

by Jerimiah40 - Jam Entry

A 2D Platformer where the world rotates every 10 seconds!

Controls:
Left/Right or A/D: Move
Up or W: Jump
N: Skip Level
M: Toggle Music

All 10 levels are beatable, some of them are difficult though!

I wish we had had more time to polish this game since I'm really happy with how a lot of it turned out, but unfortunately a lot of things ended up being completed at the last second.

Jerimiah40 - Art, Music, Level Design
EkajArmstro - Programming, Level Design

Shoutout to Tamashihoshi for the character sprite, make sure you check out his submission, "One Knights Night"

Downloads and Links


Ratings

#1845Coolness14%

Comments

djbriandamage says ...
Aug 27, 2013 @ 1:27am

The levels take advantage of the rotating mechanic. Good job on that. 10 seconds was a long time per turn when I made a mistake so I didn't get too far but I liked what I played.

bushmango says ...
Aug 27, 2013 @ 1:29am

It would be great if there was a speed up time button...

Yngar says ...
Aug 29, 2013 @ 3:57am

All this game needs is a button to end the 10 seconds immediately. The level design was good but it almost never took 10 entire seconds to get in position for the next rotation so most of the game was spent waiting around. And that makes dying really frustrating because you have to spend another 40 seconds or so just waiting.

namrog84 says ...
Aug 30, 2013 @ 9:58am

interesting idea. level design with timing was a bit disconnected. e.g. level rotated wrong way, had to wait 30 seconds.
Speed up button would be great or a 'fake 10 second' timer, that actually took only 6 seconds or something.

Could be a much better game with a little more work/balance/polish!

good core mechanics and idea though!

local minimum says ...
Sep 3, 2013 @ 9:03pm

I would really have liked to invoke rotation when I saw fit (as others have commented), and unfortunately my skills weren't good enough to do very well with the precise maneuvers needed. Maybe have difficulty settings based on character to block size ratio? That said, I like the concept though I'm a bit biased as it is by far the most proximate mechanic to my own entry (mine from FPS perspective instead).

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