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A jam submission

Epsilon NaughtView game page

Life after human extinction is strange...
Submitted by JesusOnWheels — 3 hours, 12 seconds before the deadline
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Epsilon Naught's itch.io page

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Comments

Submitted

Yoo, the level design is soooo gooood. I can’t really pin down what exactly I liked about the level design, but it just felt really well-crafted.

As others have mentioned, tile collision is a bit rough. How we fixed this for Jank Jumper was using edge colliders for the tiles, and box colliders for the player, if that helps at all.

Either way, I really enjoyed this game, and if you were to build upon it even further I bet it’d turn out really well.

Submitted

Holy crap, you guys absolutely nailed the vibe of this game! The music, visuals, and sfx reminded me of playing Katana Zero, which is one of my favorite games, but were also distinctly their own/unique. I'm excited to see what it's like with enemies added back in and I can't wait to use the sword and projectile.

Two notes:
I don't know how to describe where it is, but there seems to be one wall right before a checkpoint that kills you, though it just looks like a normal wall. I was still able to get through the area after a few attempts since I managed to go under the wall without touching it, but some people might stop playing there if they think it's just broken. Message me if you need a better description to find it.

Also, I really like how it started getting a bit harder as the level went on. One specific element that could still be made more difficult would be the falling down diagonally to avoid spikes section, as you could make it do a zig-zag pattern instead of just going down and right.


If you guys update it over time, I'm 100% coming back to try it out again!

Developer

Thanks so much for playing. I will make sure to notify the whole team so they can see all the complements you gave us. Seeing people's feedback and comments on our game really gives us the motivation to keep developing so I thank you for that.

Also, thanks for the specific feedback, it makes it way easier to fix an issue if we know what it is rather than the usual reports of: "feels buggy". The way that the hazards are working currently is that there are two different tilemaps, one are normal blocks and the other are hazard blocks. The issue is that we use the same palette so all the blocks have hazard variants that look indistinguishable from the regular blocks as a player. If some regular blocks were misplaced as hazard blocks it leads to them stealth killing the player. We will do another pass over the blocks types and get all those issues ironed out.

Ill make sure to forward your other pieces of feedback to the relevant people since they can provide more insight than I am able to in their respective expertise. 

We are looking to release a v1.1 version of the game that has all the features that we developed for the game that were not able make into the final product due to bugs or programmer time constraints (was trapped in class till 6 and wasn't able to get all the art assets implemented before submission at 8). After that, we would like to continue our development and add new mechanics that we didn't have time to explore due to the scope of a game jam project. 

Submitted

I am beyond impressed by this project. There's a very appealing and relaxing art style that complements the chill music. The player animations look great, the controls feel very responsive, and I'm sure a ton of work went into implementing enemies that we can't see right now, all done in such a short time frame! 

Collisions are a bit rough, but I've experienced firsthand how annoying tile collisions can be (I made the arcade tile platformer), so I really don't blame you :P

There were quite a few blind falls in the levels. Maybe a looking up/down mechanic could be useful? That always felt pretty good to me in Hollow Knight. However, I will say that I had no problem because of premium quality level design! I really appreciated how the only dangerous blind fall had an indicator:

Absolutely stunning work from the whole team! Looking forward to see where this game goes :D

Submitted (1 edit)

Actually, I also had a question for whoever on the team wants to answer! How did you implement the jump mechanic? Our whole game revolved around us trying to figure out how to implement a decent-feeling jump. Full-jumps are pretty easy, but allowing players to short-hop without ruining the integrity of the full-hop proved to be more difficult than expected. Our best-feeling implementation was a constant upward velocity while the jump button is held (until the jump expires). Your jump was not that, and still felt pretty good, so I'm curious.

Developer

Thank you for all the kind words.  I think when you are so deep in a project, it is easy to lose perspective on how others will first interface with you project, so I am glad you enjoyed the experience. 

I'm consistently impressed with the work that our artists and musician/sound designer were able to produce over the course of this project. They really knocked it out of the park in my opinion. 

I agree with you about the collisions, the tilemap collisions can sometimes work in a non-predictable way. I think we have a quick fix that should make it feel much more intuitive. We had some feedback that the player felt "sticky" while moving on the ground.

We also approached that same problem when trying to develop our jumping. The implementation we landed on gave the player a y velocity infusion when initially pressing the jump button. While the jump button is held (up till the max jump time) we reduced the player's gravity (to a constant jump gravity). Part of the reason we settled on this implementation is because we wanted holding the jump to have diminishing returns, so the longer you hold the button, the less effectiveness would come out of it. We had initially tried achieving this effect while constraining the jump velocity directly, but I felt like it was more challenging than just controlling the acceleration (gravity).