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(+1)

I like the style, are we a potted plant trying to escape a building? I also noticed all the i's in the text had quotes on them, did that meant anything? Pressing i in the keyboard didn't do anything at least. Now,  jumping with up in a platformer is a choice I suppose. You also couldn't control your jump that well, in most platformers you can hold jump longer to jump higher, but here any tap results in max jump height, which could be a problem when you're running against time, except you put in a fast fall option by pressing down while midair, which is cool but I think finer jump controls would feel better. The dash seemed really buggy, I think I only got it to work like I think it was supposed to only once? Every other time it barely increased my speed, one time in midair I dashed to get to a coin but instead of going in a straight line horizontally it went diagonally down. Other time I dashed while standing and not moving and he didn't moved anywhere. The level design was nice though, one screen levels work really well for this type of game, you look, quickly parse everything and execute it. Some of the clocks were traps though, +15 seconds that almost didn't give you any time at all given how long it took to get to them and get back to the elevator, getting multiple coins was way more important. But overall, good job!

(3 edits)

Thanks for the detailed write up!

1. Basically yeah, never had plans to have a story element but now I kinda want to, and a potted cactus is my default character for game jam games cause I'm lazy

2. I was using a "spritefont" object for the first time, and could not figure out how to treat the sides of the I as ignorable (as in, each character is going to take up 10ish pixels of space and that's true for the I as well even though it's much skinnier) so I just added some dots to make that less jarring and to kind of give the font a bit of character. It is a hack solution and there's definitely a better one if I had time to find it but I kind of like it, lol.

3. I didn't know this was a faux pas! I love having all my platformer controls on one hand so close together. But yeah somebody else noted this, I'll rework the controls or add alternate keys if I update this game post jam

4. I agree, yeah. Most of this is just my lack of skill to execute this in my engine, but I'm sure I could if I sat down to figure it out.

5. Weird, are you holding shift rather than tapping it? The way it should work is that your dash is active while you hold shift for a maximum of 0.6 seconds, and for the duration you get a small propulsion but mainly your character speed is basically 10x what is normally, so you still have a degree of control over your character (which is why you have a slight increase or decrease in trajectory if you're rising or falling) I admit it's pretty odd but I grew to like it while playtesting and kind of forgot how obtuse it is. I have also had issues with people on other browsers having inconsistencies in gameplay so maybe this is that. 

6. I originally had some clockless levels which had more coins than average that I think maybe I should have kept because it creates an interesting dilemma on how long to stay in the level even though it's a pure time deficit. There are still interesting choices like that to make in the game regarding time cost vs coin gain, but I think it could be expanded on more. I don't know how I feel about mandatory death warps in the harder levels, I kinda wanted to show the player that it's a valid option to take the 3 second hit rather than the long way back to the elevator, but I realize that running into spikes doesn't feel like it should be the right thing to do intuitively.