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Would The Last Person Out Please Switch Off The Lights?!'s itch.io pageWould you like me to play your game on my YouTube channel?
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The whole concept for the game is awesome. I really like the shadows from the platforms when in the dark and the controls felt really good with the mouse. I found the levels after the first one to be a lot harder to complete and I think just a little extra time on the clock would be beneficial for me and maybe squeeze some easier levels in between to build up to them. Even though they were difficult for me, I really enjoyed playing them and got better each time. The level designs are well thought of and the platforms work really well with the player’s ability to turn and wall jump.
I'll keep you posted when I make my YouTube video, which all being well should be tomorrow
I'm really glad you like my game. It's definitely too difficult at the moment, even though I was aiming for 'challenging'. I showed it to my partner a few days after the jam and even I couldn't get back from screen two after around 3 tries, so that's pretty telling!
I'm going to do some more work on it, I think. I'll add some 'intermediate' floors that appear before the harder, current ones come along. That should help with the time limit a bit.
I like another commenter's ideas about ability pickups (double jump, dash, turn in the air) and I'm considering how to add those and whether they'd be permanent additions (a la roguelite) or just for the current run.
Thanks for hosting the jam!
I like the sound of having intermediate levels and the power-ups could be an interesting addition. I'd personally think they'd be best as a collectable item for just the rooms they are needed in and probably in just the later levels. I think another idea which could be good for a standard control would be to turn out of the wall jump so when you're sticking to the wall you can drop straight down. If I'm honest, it's the only game I haven't managed to complete in this jam but in no way is that a bad thing, I really enjoyed the challenges and I feel very close to being able to do them. I really hope you continue developing the game because it's awesome
Really love the idea, the art, sounds, lights are a good fit and creates a nice filling. maybe the part of changing the level each time one restart the game makes difficult to learn how to move, even when lights are turned on.
Thanks for playing and I'm glad you like the game.
I'm thinking the game leans about one degree into being roguelike by choosing a random set of rooms each time. I'm hoping people will get used to the room layouts as they play multiple runs. There're only four different rooms so far (after the first room that doesn't change, apart from flipping horizontally) and I reckon someone could master all of those after a couple of tries each.
The level designs were definitely rushed, though, and should be more evenly difficult.
Thanks again for your kind words!
Wow! thats really good :)
The idea is fantastic and the execution as well, it has a "serious" atmosphere inside each room with the darkness and saw sounds, but the funny music kicks in and you see this funny look fella, it works very well.
Gameplay wise its also very entertaining, the only thing i would change is the fact that there's some kind of a delay between each clicks (i used the mouse), u can't really change direction and jump right away, its not very snappy or responsive.
great submission!
Thanks very much indeed!
I'm glad you like the contrast in atmosphere. It really shouldn't work but does! I think it reflects my own slightly morbid sense of humour, too :D
I'll look into the change direction/jump issue, but I don't think there's a delay of any kind, beyond perhaps the actual exact same-frame, if you see what I mean. As I've said elsewhere, I wonder if it's more about the jump happening on the key-up rather than key-down (or mouse-up/down) that makes it feel delayed?
Thanks for playing and for your great feedback!
Yep, that's defiantly it :)
Jumps are usually GetKeyDown, not Up.
I understand the need for it with high/low jump, but u should be able to implement it with down on jump and on Up check the state.
I'm not sure exactly what you're suggesting but I've had a fiddle with the jump today and I think it feels a little better now.
I really want to keep the jump on key-up as that produces a need for timing when you want to do a big jump. I also prefer the hold/release mechanic of wall jumping.
What I've added are:
* A micro-jump on key-down that blends with the main jump if you tap/release the key quickly. You can just see it when you hold the button and the character goes into a crouch (which just looks like 'animation' in that case) but does mean that the character's jump technically begins on key-down now.
* a subtle sound effect on key-down, adding a modicum of feedback.
* a fraction of leeway with checking whether you are on a platform, meaning slightly late jumps are registered.
I've uploaded the WINDOWS build to v0.2, alongside the jam entry version, if you fancy giving it a try (absolutely no worries if you don't, ofc :D
Cheers!
I think this is definitely one of the best looking games in this jam, and love the idea and level design. The invisible platforms are brilliant! The only way this could be better is with different controls, which you do have with controllers etc. Unfortunately I am playing on my laptop and only have a keyboard so a popup appears when I try to play because I have to use control and shift - not the best choice of buttons. I've not got far enough to say much else.
If you do continue working on this I would suggest making the jumps more responsive. You could make this so you start only with the ability to jump and then as you progress get different abilities like to turn around, double jump, dash etc.
Thanks very much for your kind words. I will add alternative keyboard controls at some point. I've not come across that problem before. What exactly is making popups appear for you? Is it a laptop feature of some kind?
The jump responsiveness issue is probably due to the jump happening on key-up rather than key-down, I would guess (I did have a little bit of 'bounce' on the main character which looked nice but made quick jumps a bit hit-and-miss, so I dropped that).
I like the idea of picking up abilities. Double jump and dash would work well and could be used to speed up your run. I think turn is always going to be needed to complete a room, though.
Thanks again!
As mentioned on another comment, I've updated the WINDOWS build to v0.2 with, I think, a subtle improvement to the jump responsiveness.
Thanks again for your feedback