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A jam submission

Panic Floor!!View game page

An unforgiving platformer!!
Submitted by Panic OK!! (@Panic_Floor) — 2 days, 16 hours before the deadline
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Comments

(1 edit)

Nice game. Would definitely check out a full game if one were to be released.

The suggestive theme pulls people (coomers more often than not) in to play. I don't think there's anything wrong in having it. Definitely roll with it if you like it and want the natural appeal that it entails. It's up to you to weigh your options and choose what you want.

Room 4: The moving platforms with spikes - When you move off of the platform too slowly or land on it at a wrong angle you die. The problem with it isn't that you die, but that the death is jarring. There is a sort of disconnect between what you visually see and the death itself.  If you were to just slowly inch off of it, you would immediately die in a puff of smoke and your brain doesn't register that you touched the spike in the first place. You could try it yourself and see what I mean and I imagine this occurs due to the hitboxes.

Room 5: I liked the switches but 5 seconds is a bit too long of a wait. It's alright since introduces a mechanic and occurs only once in the demo. I didn't like having to look at the switch for a cue. I think it would be better if the platform flashed/blinked before reappearing, that way the player can focus on where the action is occurring.

Room 9: I died the most in this room, mainly due to the last super jump before the door. You could probably chock it up to me being bad at the game, but I do think controls played some part in it. I could easily do the same maneuver while going left by holding left + down + jump in that order but I couldn't the same while going right. While going right I had to instead quickly tap the respective keys, making sure to let go of each key before pressing the next. This made the maneuver lopsidedly trickier/easier. Since this is a platformer, controls matter very much so this could be worth looking into.

Finally, I occasionally clipped into walls. I don't know how or why it occurred but I just had to walk away from the wall to get out. Thanks for reading my blog.


Submitted

seemed to play fine, but i had no idea on how to get past the first part of stage 6

(1 edit)

This is just my point of view, but the purpose of "coyote time" isn't to be a handicap for the player; it's to correct for a natural bias that occurs in platformer design. 

The player tries to jump at the last possible moment on the ledge in order to achieve the maximum jumping distance (or sometimes to avoid bonking, etc.). All players have some error in timing, which can be either early or late compared to the point they're aiming for. Valid areas to jump however exist only before the ideal jump point, not after. That means regardless of player skill level, players will fail approx. 50% of the time when aiming for that point, even if they felt like they were on time. In other words, the valid jump area is biased in one direction, while player timing errors extend bi-directionally, which creates the misalignment. Coyote time is a means to correct for this.

Naturally the player can learn from failures and attempt to compensate by jumping sooner. But doing so runs counter to the pressure the game may put on you to jump as late as possible, and I think it's often not easy to determine how much sooner a jump needs to be made.

The window for coyote time could be different lengths of course. Generally it's not meant to be noticeable, but it seems reasonable enough to me that if you wanted a game to be more skillful you could use a short, tight window, while a more casually oriented game could use a longer one.


Developer(+1)

Thank you for detailed information.
It would be nice if I could make the jumps more accessible but it might create a whole new array of difficulties such as allowing the player to jump way farther than they should consequently messing up with the distances for each jump. The hazzards and level design are structured to fit the players jump distance with precision.
Its not something I'll promiss to integrate but I'll consider it in the future and implement it if it does not mess up with the measurements for each jump type.

Submitted

beat it in around 20 minutes, with breaks to type feedback. pretty solid gameplay, harkens back to flash SMB
- can't tell if this is a coom game or not, your other game seems like you were programming it left-handed
- you claim to have no handicaps yet the player's head is invulnerable, and seems required to beat room 3. i wasn't expecting it
- took me almost 100 tries to get past room 3 because I forgot you couldn't hold a direction to wall-jump
- moving platform positions should reset when a room restarts, it makes runs feel bad if you have to stand and do nothing while waiting for a platform
- odd that it polls for inputs when the window isn't focused, i can hear the character jumping around and dying as I type this
- braking on ice while dash sliding is a good mechanic
- if you start a super jump against a wall, you can only walljump at the peak of the jump

i'm still on the fence about whether I think you should add the standard handicaps, but you should add a few frames of a jump buffer for sure. also the walljump bug sucks. 

Developer (1 edit) (+1)

- "can't tell if this is a coom game or not, your other game seems like you were programming it left-handed"
It has a suggestive theme but contains no nudity whatsoever. I have considered changing the character design to something less coombait.


- "you claim to have no handicaps yet the player's head is invulnerable, and seems required to beat room 3. i wasn't expecting it"
I'm not following it through???
If you mean that Walljump without holding direction key has different collision mask from Walljumping when holding a direction then you are wrong, both sprites share the same collision mask. The difference is that Walljumping without holding a direction clears longer distance whereas holding the direction against the wall was supposed to be a last minute wall jump cancel.
When standing the player is 2 blocks tall. If ducking 1 block tall. Only the bunny ears do not have collision.
Spikes however have smaller collision masks to make the game slightly less pixel perfect.

- "took me almost 100 tries to get past room 3 because I forgot you couldn't hold a direction to wall-jump"
That is something that I never saw as a problem but since everyone is getting confused about it, I plan on changing how it works in the future.


- "moving platform positions should reset when a room restarts, it makes runs feel bad if you have to stand and do nothing while waiting for a platform"
I never liked the idea of resetting obstacles on death but I'll consider it since I've already applied those changes to tother obstacles


- "odd that it polls for inputs when the window isn't focused, i can hear the character jumping around and dying as I type this"
Some inputs (WASD and arrow keys) are coded as direct inputs to allow the player holding keys between rooms without having to having to pressing them again everytime they enter a room. This is the reason why despite being tabbed out the inputs still get registered in the game.
The game starts out of focus, i do not know how to fix this.


- "if you start a super jump against a wall, you can only walljump at the peak of the jump"
The possibility to wall jump only starts taking effect once the player enters falling state. You will see the character slide on the wall when you can walljump.
This is intended to prevent early erratic and unwanted walljumps if the player decides to spam jump near a wall or snapping the player to the wall and force them to slide down early before reaching a jumps max height.
The same applies to normal jump.


Thank you for playing and prodiving feedback.

Submitted

Sure thing. Sorry if the initial feedback seemed harsh, I did enjoy it once I got into the rhythm of things.

For the collision thing, I tried to embed the image originally but it didn't work. This one should though. I didn't realize you could do this and was walljumping way too late.

The walljump sliding thing makes sense though, that's good to know.

Developer

I don't mind harsh feedback. Its always a constructive

When falling and jumping the player adopts the same collision mask as ducking. This was a fix to a problem where the player was getting stuck on ceilings and walls if doing power jumps because to perform a power jump the player would go from duck collision mask to standing collision mask thus jutting its collision mask inside walls. In that case you are correct, the collision mask of falling state does not envelop the head. Only from the neck down.
Also, the spikes have a smaller collision mask. If the spikes had a precise collision mask the game would be literally unbeatable.


Submitted

Please make space the jump button. Otherwise, cute and funny.

Developer

I'll consider it.

Submitted

I'm too weak... I got past this spike after 100 deaths, and I'm still not sure how... 

Developer

To do a succesfull [walljump] you should not be holding any movement direction key when [wallsliding].

It seems to be an issue I need to address soon.Thank you for feedback and playing the demo.

Adorable art and smooth movement- can't wait to see more!

Developer

Thank you. I'll try my best!