Very cool! I liked the graphics and audio a lot, and I love a good fast respawn in a game like this one. Great job!
Play game
Null Breach's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #7 | 4.125 | 4.125 |
Overall | #8 | 3.703 | 3.703 |
Use of the Limitation | #11 | 3.688 | 3.688 |
Enjoyment | #11 | 3.500 | 3.500 |
Concept | #19 | 3.500 | 3.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
byXToGo (me, lol), Nexu (made the ability Icons)
Software used
Unity
Use of the limitation
You start with three minutes on the clock so you don't have much time until it's game over. You can unlock new abilities by spending time. Now you might think something like "What? Only three minutes AND I've to buy stuff with that time?". I mean, you're correct. However you can get more time by collecting Time Orbs and defeating Void Eaters. Let's see how long you can survive! You can read more about the story on the project page!
Cookies eaten
0 :( But I ate a nice croissant filled with chocolate. It was very good
Comments
I tried, man, I really tried. The best I got was 1:09. Then I let it sit for a while to listen to the banger soundtrack. Now my best time is 3:00 just from chilling here grooving on it.
Really cool pixel art and chiptune! Fluid gameplay made it fun. Nicely done!
Some really cool things in this, I liked the visuals, the feel of the running and mostly liked the jumping (somehow I kept misjudging some jumps though, and it's costly to barely miss a ledge in this game). Conceptually, I loved the upgrades and how you can gain double/triple jumping. In practice though, it didn't work for me... I guess maybe due to unlucky level generation, but I didn't feel like I got to use my new abilities most of the time. I first got ladder climbing because I had walked by a ladder on my way to the first ship, then I went back to the ladder excited to explore... then I got to the top of the tall ladder, only to see a single empty platform at the top with nowhere to go. Okay, kept going, no ladders until second shop, so I got wall jumping, and kept going forward because I knew there were no wall jumping places before... but in the next area there were also no ladders or places to wall jump, then i ran out of time not long after that. Second run was similar. I really wanted to like this game and it has great potential, but the level generation was too random and didn't present me with interesting traversal in the end. Well done overall on everything though, especially the 'game feel'!
Thanks! The level generation is currently as simple as it can be because of the limited time (I only had like 16 hours >.<). You can expect a much more complex generation in the near future that'll even take your unlocked abilities into account (at least to a certain degree) so unlocking them feels more rewarding, as well as no more dead ends where's nothing to find lol
I really liked the pixel art and mechanics. The platforming physics were pretty good, but the jump is a bit too powerful and can cause unfair deaths. Sometimes I encountered glitches (infinite falling, softlocks, etc.) but they are understandable, given the amount of time you had to make such a complicated game. Great work for 3 days!
Cool stuff. I accidentally got myself stuck here thanks to the ledge-grabbing upgrade =D
I played this for quite a while and really enjoyed it. There are some little things that I think can be improved a bit. One thing is that the character leaps forward when you jump while moving, even if you just pressed the move button for a bit. This caused me to fall a lot when I am standing on a small platform and there is a monster next to me that I want to kill by jumping on it. So the jumping should be consistent.
The other thing is the double/triple jump upgrade. I didn't find it very useful or I am just bad at utilizing it. I think It might be better if it was a normal extra jump in mid-air, instead of landing and then jumping again a higher distance. But that might require redesigning some areas since it may render the edge-grabbing useless.
Very good game overall and cool concept. Good job!
Ohh thank you, I haven't though of that this is actually something that can get you stuck. I'll fix that and see if this can occur at other parts, too!
I don't quite understand your problem with the jump though. I tested a bit and I assume that you maybe mean that the player gets too much speed too quickly even when pressing just for a brief moment? I see why this makes very small jumps difficult. I think I can improve that ^-^
I actually agree on your opinion on the triple jump. However there're quite some areas where you'll need them or where they make your life a lot easier. But a double or even triple jump is much more user friendly in this case and probably also more fun. I'll probably change that soon and try not to break the current level designs while doing that :'D
Really interesting concept, the shop and upgrades are quite nice. I didn't really figure out how the double jump works, if it was meant as double jump. Otherwise gameplay feels nice, the mechanics are well made. Good job.
Thanks! It's the first part of the triple jump. Jumping once is the normal jump. Jumping again right after when landing on the ground again will make you jump a bit higher. And then jumping a third time in a row will make you jump the highest. Both of those higher jumps are an upgrade. I definitely see that the second jump ability can be mistaken for a double jump. Will look into on how to make that more clear ^-^
Oooh that makes much more sense. I noticed that some of the jumps I made were a bit higher, I didn't think of this tho :D One small thing that happened to me during my second play is that I got stuck in respawn-death loop when my last position was at the very edge so I couldn't do anything but continue falling. Luckily I was just started but just wanted to mention it.
Your respawn already remembers the last location when it was on ground, guessing you use classic isGrounded bool (for jumping etc.), so you could use three bools when respawning slightly spaced apart and check if at least two are grounded, if not move character to the closests grounded position. That could ensure that the player is always on the platform when respawned, tho I guess it could cause some problems when standing on single space platform. Just an idea. Tho what happened to me might have just been unlucky because the respawned worked great every other time.
The respawning isn't how I wish it was at the moment. It works most of the time but things like that do happen at the moment. I think I don't have to explain anyone that that's something I haven't had enough time for in a game jam :'D But yeah, I'll do a check if you're too close to an edge and also if there's an enemy nearby so you won't spawn inside one lol
Oh absolutely, many of systems in my game are not how I wished for them to be either. Even the way they are written is quite frankly awful and it's just a jumble of code. So I fully undestand not having time to make it perfect and how you wanted it to be. :D I just wanted to point it out in case it was an uncommon occurence. But your game is really enjoyable and i nthe couple of runs I played, everything worked just fine so for 3 day game jam, very nice job :D
The game is quite addictive. It feels good (there are some times I spawned in void but good overall) , specially consecutive jumps, and looks nice. Great job^^
This game has a really interesting concept. At first I felt a bit lost but in the end, that is the theme of this jam. The shop is really nicely made and the abilities are really cool. The game becomes a bit repetitive but the tight timer keeps you going and balances things right.
Leave a comment
Log in with itch.io to leave a comment.