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A jam submission

TickfallView game page

A neon parkour platformer where the level disappears block by block as the countdown runs out.
Submitted by YazanFMG — 1 hour, 56 minutes before the deadline
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Tickfall's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#67032.3063.143
Narrative#87581.6772.286
Enjoyment#88621.9922.714
Artwork#89731.9922.714
Creativity#99551.7822.429

Ranked from 7 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?
Tickfall fits the theme because the entire level is built around a countdown. Each platform has a timer, and when it reaches zero the block disappears. The player must keep moving, plan the route, and finish the level before the stage becomes impossible to complete.

(Optional) Please credit all assets you've used
Advanced Locomotion System (ALS) used for character movement.
Free music and sound effects sourced from Pixabay Music (pixabay.com).
All other code, design, and assets were created by me unless otherwise noted.

(Optional) What would you like to be called if GMTK features your game?
Yazan-F-M-G

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Comments

Submitted(+1)

This was very challenging, but I managed to beat all 3 levels! The hardest parts were chaining the three boost circles in a row. I like the intense vibes with the level crumbling around you. The music is great and it's nice that it fades out when you die, instead of instantly cutting off.

The main menu confused me at first, as I didn't realise the level select was a drop down and thought the start button was broken. There's also a save button in the pause menu and a how to play button in the level complete screen that don't seem to do anything.

It was satisfying finding faster ways through the obstacles to reach an earlier cycle of the moving platforms. I had fun playing, great work!

Developer

Thank you so much for playing and for the kind words! I'm really glad you beat all three levels. 

I'm happy you enjoyed the atmosphere, the music, and finding faster routes through the levels. Thanks for pointing out the confusing level select and the non-functional buttons as well—I'll definitely improve those in a future update.

I really appreciate you taking the time to play and leave such thoughtful feedback!

Submitted

I really liked the ambiance (sounds and visuals).

Then I tried to play with a BÉPO keyboard. The keybinding does not depend on the physical position so I took nearly five minutes finding how to go right (it was not even my [S] key). It was the equivalent of [O] in a QWERTY keyboard (I telling you so you can understand how were my hands for the rest of the review). Doing so, I saw that there was lots of keys that made the game go strange, I think there were debugging keys.

The settings for the music did not work, the music was still at the same level. I could change on the computer but having the settings, I think it is a bug.

When I got it working, I could enjoy it. Having platform movement making a boost is really a nice thing. However, it can be punishing, for instance at the start, I can jump between the platforms without any way to fix my mistake:

So maybe a change of the level to reward player instead of punishing them would be really satisfying (but quit complicated to do during a jam).

Then later, I could not advance, the two platforms disappear:

I think I should have gone faster before but don’t really know where/when so quite frustrating.

Overall, I enjoyed the game and ambiance, so thanks for it!

Developer

Thanks a lot for taking the time to play the game and write such detailed feedback! I'm really glad you liked the ambiance, visuals, and the moving platform boost.

About the keyboard, I'm sorry about that. I had honestly never heard of the BÉPO layout before, so I only tested with the standard keyboard layout I use in Unreal. I'll definitely keep that in mind for future projects.

The debug keys are actually leftover debug features from the ALS movement system. I think you probably found them because you were trying different keys while figuring out the controls with your keyboard layout . I completely forgot to disable them for the jam build.

You're also right about the music at the second and third level . I added it at the very end and forgot to hook the music into the audio mixer, so that's why it doesn't actually affect the music.

About the moving platform boost, that part was intentional. I wanted players who discover and use the momentum to be rewarded, but I also tried to make sure players who don't use it still have enough time to finish. When I tested the levels, I timed each section so if you reached a platform with around 1–2 seconds left on its countdown, you should still be able to finish the rest of the level.

I think where I underestimated things is that I've played the game so much that I naturally know all the little movement tricks and the best route. For a new player, it's probably much harder to tell whether they're doing well or already behind. Better feedback would definitely help there.

For the third level especially, I intentionally made it much tighter. It's meant to be the hardest part, so losing even one second can be enough to fail.

Thanks again for the awesome feedback! Comments like this are really helpful, and I'll definitely keep them in mind if I update the game after the jam.

Submitted

This was quite a difficult run! I didn't expect to be thrown right in the deep end of this game with rock blasing but hey I took my chance and ran it with (literally haha). Was a challenge to get through it, especially with limited checkpoints, the ALS system was definately interesting to see from a side-scroller perspective.