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A jam submission

What Goes Up Must Come DownView game page

Submitted by miro o — 1 hour, 35 minutes before the deadline
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What Goes Up Must Come Down's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#30073.5883.588
Enjoyment#74252.3532.353
Artwork#78872.2942.294
Audio#83691.8821.882
Narrative#90601.6471.647

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The main mechanic is a literal count down, it counts how often the player moves down.

(Optional) Please credit all assets you've used
see description for credits

(Optional) What would you like to be called if GMTK features your game?
Miro

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Comments

Submitted(+1)

Very fun take on the theme! One of the more creative count downs I've seen. With a couple improvements to the player movement I think this could be a great standalone game!

Submitted(+1)

Great concept, I like the level design and the clock physics are very satisfying. Well done!

Submitted(+1)

Clever core mechanic. I can see this being expanded upon easily.

I love physics-based movement like this, it felt great and like the clock had a lot of weight behind it. Maybe make it accelerate a bit faster, but keep the current deceleration. Cool game and nice pixel art.

Submitted(+1)

Yeah. Good concept. The movement and overall display could be improved, but it's a good idea

Submitted(+1)

This is a neat concept! I think the idea of having to fall a specific amount could be used to make a very interesting puzzle platformer. Good job!

Submitted(+1)

very nice concept, kinda difficult to move the clock tho

Submitted(+1)

What a creative take on the theme! Well done!

Submitted

Interesting...

kinda like mario 

Submitted(+1)

The resolution bugged in the 3rd level or something and made it kind of unplayable. Loved the portals mechanic.

Developer

thanks,
could you describe the bug in detail? (e.g. was the level too small, too large,  way offcenter,  etc)
was the browser window fullscreen or small?
what's your monitor's resolution?
which browser did you use?

Submitted(+1)

Interesting idea but improvements ti be made to the if i fell or not system. Otherwise creative idea :)

Developer

thanks,
if i continue developing the game i will need to scrap the entire system and rewrite it from scratch as the current implementation is fundamentally broken, most bugs in it where fixed using workarounds instead of actually fixing the underlying issues.
a non-exhaustive list of issues and the workarounds i implemented:

* the corner between 2 slope tiles is infinitely thin, which would cause you to randomly hit the edge of the block below it (all tiles have individual colliders, i had to manually implement collider generation as bevy_ecs_ldtk lacks built in avian support) and ""fall"" while rolling down slopes, my workaround was to implement collider culling to remove colliders that don't have a adjacent air tile.

* the system doesn't actually respond to collisions as they happen, it runs at a specific point in time and compares your height to a "last height" height, if its higher it just sets last height to your current height, if you are lower a fall it registers out... turns out this interacts very badly with teleporters, one of the most difficult bugs to debug and fix was a fall being registered when going through a grounded portal as portals ran between the "update grounded" system and the "trigger fall" system, meaning the register fall system would not see you being grounded before teleporting or not being grounded after telporting, it would see you being grounded after teleporting (grounded check runs on old position, teleporter teleports, then fall updates with new position), i think i fixed it by reordering the systems but i'm not sure, i had about 4 hours left when i discovered the bug.

* theres a small buffer so that if you fall, bounce off the ground due to physics, then fall further the small bounce does not count as a fall, this resulted in you being able to bypass fall detection by spamming jump, i just added a if statement to bypass the buffer if the player jumped in the current tick.

* you stay grounded for 2-3 ticks after jumping, i "fixed" this by making ground detection count moving upwards as not grounded even if you are touching the ground

* the first work around was not enough, a slope directly next to a ledge would still have 1 tile with a collider under it as the tile has a adjacant air tile, resulting in a repeat of the issue, i just disabled ground detection for all tiles without a air tile above.

* the above was not enough, you still randomly fall while rolling down slopes