Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Although the game perhaps sticks a bit too close to the Downwell design ideals, both dashing and punching have dual purpose design that bounces off of each other.
Since jumping is impossible and standard movement is sluggish and only useful for small adjustments, dashing is used for primary mobility. It's also necessary for getting close to enemies due to the range of punches.
When in range, punching not only starts combos to increase score, it also recharges the dash, which encourages you to dash next to another enemy and continue the combo.
Also, dashing will often overshoot an intended final position, so punching can be used to stop the dash and slow your descent.
The multiple purposes of dashing and punching work together to create an optimal playstyle for player enjoyment, where they dash from Martian to Martian in a combo frenzy, dashing, letting out a flurry of punching, and dashing away.
Game engine: Gamemaker Studio 1.4 https://www.yoyogames.com/gamemaker
Image editing: Paint.net www.getpaint.net
Sound effects: Bfxr www.bfxr.net
Music: Gameboy Ghastliness by Airborne Alchemist, used with artist's permission.
Font: Coder's Crux by NALGames http://www.dafont.com/coders-crux.font
Programming, design, art, and sound by Jackson Allen (Me)
Music by Airborne Alchemist
Testing by NathanOfTheShire, BoxheadPixelart, OnomatoWomba, and more in the discord.
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