NOTE: Because of the Theme tie, we allowed everyone to pick either Theme. Using both was optional. To keep things simple, there will still only be one Theme category. Every category in Ludum Dare voting is an opinion, so you’re welcome to rate them as you see fit. But we encourage you to be fair in your scores to people that chose only one Theme, and not both.
ALSO: Itch.io has an experimental game downloader over here. You may find it useful.
Made in 48 hours for Ludum Dare 34. Theme: Two Button Controls
Use only two buttons to control your fast moving craft around an abstract obstacle course of moving spikes. Collect prizes for points, and survive for as long as you can.
Use Z to move outwards from the center of the circles, and X to move inwards. Play for the highscore! Highscores are saved from play to play.
**Download for Windows for High Resolution Mode!**
Downloads and Links
Ratings
![]() | Coolness | 69% |
#245 | Audio | 3.16 |
#263 | Overall | 3.52 |
#271 | Innovation | 3.48 |
#311 | Theme | 3.93 |
#371 | Fun | 3.30 |
#386 | Graphics | 3.28 |
#503 | Mood | 2.93 |
Comments
The links are broken! Please fix it asap mate... The screenshots are pretty interesting! :)
Mildly addictive game. Use of simple graphics and audio was well.
Overall, a fun little game; difficult but very nice-looking and easy to grasp, fits with the theme.
There were a handful of times I really don't feel like I should have survived when I did. The spikes sometimes line up perfectly and the only way to avoid them is to use the invulnerability of the movement animation, which doesn't feel terribly fair or intended. I feel like the game would've worked much better with clearer deliniations of where the player should be at a given point. I'm mostly nitpicking here, though. The system works and isn't hard to learn.
Only other complaint is that the sound effects are a bit grating.
Really like the idea of it. It's quite hard but I kinda like that. It was rough getting above 3. Nice work.
Pretty good game! :) bit confusing at first what and where is the player?
I find it impossible :/ but well fitting the Two Button controls theme.
Nice game! simple but addictive. love it! I think w and s or up and down arrow would have been more intuitive for controls.
Good concept, although it feels like you can get into situations it's impossible to get from a bit too often.
Personally, I'd prefer if the controls were up and down arrows instead, because this way I sometimes forget which button is inwards and which is outwards.
When I dodged the spikes by shifting orbits, picked up a blue square and saw my score increase, I felt excited! If you continue to develop this, for a while I sometimes reversed thinking of the Z key as Move Out and the X key as Move In. Have you considered how the spikes rotations could ramp difficulty over time to onboard a casual player like me?
Really cool concept. i really enjoyed this game, high score of 8. it's pretty hard, but i liked the challenge.
Good idea, good execution, challenging and addictive!
Overall pretty neat entry!
Solid take on the theme, and good addictive game play. Really hard, but that suits a game like this well.
Nice simple, and hard game ! I thought your last game was easy but this one is super difficult !
I can't beat for now :) and i'm not talking about manic mode, really for ... manics :p
Very simple and enjoyable aestetics and mechanics, i was a bit frustrated when i died almost as soon as i started the game ...
Good job !
Nice game!
I think you should improve the level generator, because many times I did born died...
Overall, it's a really cool idea!
Congratulations
Mildly addictive game. Use of simple graphics and audio was well. Addictive. Neat ++
Simple but efficient game.
Be careful with the procedural level design, it builds some impossible or very frustrating situations like "starting directly in a spike"
Good job!
I love games like this. Small and simple, yet fun and challenging.
A simple but interesting game. Really lenient in terms of when the game decides you hit a spike it seems.
Solid game! I rather preferred the pacing on Manic better than Normal; it made it feel exciting, and let you quickly put an end to the frustrations of bad RNG giving you an impossible layout (only happened a few times). No advice here, other than to consider generation algorithms that didn't make impossible levels, or hand design the layout for consistency.
Thanks for putting this together!
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those links don't work :(
just a 404 on itch.io