Follow this little robot through his tiny adventure in a dark place. It is filled with pits, spikes, and lasers, and he'll have to progress his way to the next door. However, it constantly changes, adding new elements as the countdown above repeats over and over. Try to complete the level and avoid making it too hard on yourself!

Controls are as such:

  • Left/Right= Move left and Right
  • Up= Jump up
  • Hold up= Longer Jump
  • Esc- Quit to title screen

! There is no saving !

Tools Used:
  • Gamemaker Studio 2
  • Aseprite
  • LMMS (for SFX)
  • ...my keyboard
  • ... and a pen and paper

-This is my first game jam submission that I have felt like I completed. The difficulty curve is sharp, I know, but I hope it doesn't stray too many away from the game. Thank you to all who game support during my stream (shameless plug: https://twitch.tv/surgdev), and for the help and ideas. Until next time! -Surg

Bugs So Far
  • Possible collision glitch at the start of level 1

(yes that one jump on level two is possible.)

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  • Kwis
    Lv. 67

    Too much waiting :T Not a fan of the stepping sound xD Also, try to avoid using the click on the main menu. If it's not needed in the gameplay, it means you're forcing us to get our hand on the mouse even if we don't want to for a brief second, which is not very convenient

  • Jupiter Hadley
    Lv. 13

    Very challenging game! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/VfuoLEtGa74

  • Fachewachewa
    Patron

    I had to gave up on level 3 :( It's not particularly hard, but there's so much waiting, and waiting isn't fun, especially when you're waiting to do thing you already passed.

    The exit being on a countdown didn't bring much I fell, but the stuff being added was really fun, and I wish there was more of that, maybe on shorter countdown but adding a few spikes each time, not everything at once.

    Gameplay wise, maybe you should have been a little more generous with jumping off a platform. There's not much instances of that, but "the jump" in level 2 could have been way more easier with a few frames of whatever-the-name-is-I-forgot.

    Anyway it's a cool little game, and it seems to have decent content, so good job!

    Boyard
    Submitted

    Boyard

  • Simon Milfred
    Lv. 17

    @Lone and I just played it, and while a lot of things could have been better (learning curve, stability, etc.), we generally liked the concept of adding to the level as a penalty for not being fast enough. It is a concept that could be further developed - good job :D

    • Surg
      Lv. 14
      Surg Developer of alarm(0)

      6yrs ago

      Yep! I plan to improve on the game. All points I had noticed. I wasn't able to get the polish on, and I wanted to get my ideas in the game more than anything.

      Thanks for the feedback, -Surg

  • Grace
    Lv. 17

    I got most of the way through the laser room before i gave up. Too hard, no checkpoints, and the lasers kind of felt like mindless waiting. The platforming was surprisingly competent though.

    Castle 2
    Submitted

    Castle 2

    • Surg
      Lv. 14
      Surg Developer of alarm(0)

      6yrs ago

      Yeah... I didn't have time for checkpoints. I made level 3 long since level 4 changed up the rules (without being too hard), So 3 is actually somewhat harder than 4.

      Thanks for the feedback! -Surg

  • RCDv57
    Lv. 2

    I like the artstyle. It is simple and easy to understand.

    I hate that jump near the top on the second level.

    You said it wasn't impossible, but it might as well be.

    (also getting stuck in the pit with that jump in the first level is equally as miserable)

    Other than that its a pretty solid game and fun use of the countdown theme.

    • Surg
      Lv. 14
      Surg Developer of alarm(0)

      6yrs ago

      I had realised those jumps were hard right before I had submitted it (i didnt run into to many issues myself). I removed some spikes last second to try to balance it, as I would have to redo the entire top half of the level, of which I had no time.

      Thanks for the feedback, -Surg

  • Anonymous
    Anonymous Avatar
    Anonymous

    6yrs ago

    Kinda neat. The timer to make the door appear is kinda pointless in my opinion. Basically, you just have to stand around until it opens. It doesn't make a whole lot of sense to me and it is just a waste of time. Had you applied this concept a little differently, it would make the game more interesting.

    • Surg
      Lv. 14
      Surg Developer of alarm(0)

      6yrs ago

      The only two times I found we're possible to end up waiting for the door was level one or level two (if you did it really fast) Level 3 was too long, with the addition of the laser cycles, and level 4 spawned it in 5 seconds. Level 5 (end level) was more of a cutscene than an actual level.

      This little feature was actually a framework of what I wanted to go with if I had more time (and probably will work on post-jam) where the door would open, then a longer timer would start, if you waited past that, the door would lock/disappear, the level would drastically change and expand, and add an extra level of intentional difficulty. (the idea was to do this for completion points), but that never came to fruition.

      Thank you for the feedback! -Surg

  • var MP;
    Lv. 3

    Liked the concept and the art!

    There's a bug (is it a bug tho?) I'm sure you're already aware of. Once the alarm for the first level goes out, you may get trapped on the level (to the left).

    I don't know if it's a bug now that I think of it, but I couldn't go or jump anywhere. Maybe if it's not a bug and there's a way to solve it, you can leave it for a further level so that players don't get super confused at first!

    Nice work!

    • Surg
      Lv. 14
      Surg Developer of alarm(0)

      6yrs ago

      I wasn't aware of it! After some attempts, I couldn't reproduce it. Thank you for letting me know!

      Thanks for the feedback, -Surg