I am not good enough at this game to get anywhere at all xD I did run into a bug, if you die to the starting spikes it respawns you super far into the level
SUPER tricky precision platformer! I've given up at the point with all of the launch spheres but I'm keeping the window open just in case. Let me know how close to the end that is!
basically the end. I was quickly finishing all of the levels like an hour before the deadline so designing playable levels (although still beatable) kinda went out the window
Art seems pretty good but the gameplay loop doesn't make for a very good platformer. It's playable, but only fun when you finish a part of a stage and get a checkpoint.
Hitboxes of objects and the slide of the character as it stops moving make the game a bit annoying, often leading to deaths where I think i'm safe as i let off of the movement keys for a moment, but the character suddenly dies.
There are points at which spikes come upward from of a tile under them, which has a wall on its side you can come up to, and spikes' hitbox makes it so touching the wall is deadly, when according to the visuals shouldn't be, which also makes for cheap and annoying deaths.
Quick respawn and checkpoint system are a good call, as it makes deaths less impactful and keeps the player in the game for longer. Jump is also fitting in the game, as it has fixed height. Not having a variable jump height in games is often considered a worse option, but here it helps out a lot.
I agree with everything thing you saying. It's hard to make a tight platformer player controller in a week. I'm wondering what you consider the gameplay loop in this game is compared to a classic platformer. Thanks for the feedback.
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I am not good enough at this game to get anywhere at all xD
I did run into a bug, if you die to the starting spikes it respawns you super far into the level
I'd say maybe a bit shallower of a starting difficulty curve would have been good for bad players like me :)
SUPER tricky precision platformer! I've given up at the point with all of the launch spheres but I'm keeping the window open just in case. Let me know how close to the end that is!
basically the end. I was quickly finishing all of the levels like an hour before the deadline so designing playable levels (although still beatable) kinda went out the window
I beat it and got 31 out of 31 slime balls!
Art seems pretty good but the gameplay loop doesn't make for a very good platformer. It's playable, but only fun when you finish a part of a stage and get a checkpoint.
Hitboxes of objects and the slide of the character as it stops moving make the game a bit annoying, often leading to deaths where I think i'm safe as i let off of the movement keys for a moment, but the character suddenly dies.
There are points at which spikes come upward from of a tile under them, which has a wall on its side you can come up to, and spikes' hitbox makes it so touching the wall is deadly, when according to the visuals shouldn't be, which also makes for cheap and annoying deaths.
Quick respawn and checkpoint system are a good call, as it makes deaths less impactful and keeps the player in the game for longer. Jump is also fitting in the game, as it has fixed height. Not having a variable jump height in games is often considered a worse option, but here it helps out a lot.
I agree with everything thing you saying. It's hard to make a tight platformer player controller in a week. I'm wondering what you consider the gameplay loop in this game is compared to a classic platformer. Thanks for the feedback.
Fun game! Pretty hard at some point!