I made a video about my game:And here's the game itself: https://itch.io/jam/gmtk-2019/rate/462343
Recent community posts
I like the idea, but enemies should be adjusted. Often even if you know exactly what you have to do and can execute it, you have to make multiple attempts just to not run into the enemy. And because of how controls are handled in this game, it often means just waiting at the very beginning of the level
I had a problem with character's jumping animation - it was set to trigger the moment he hits the platform. But it turned out to be too late, as the same collision also triggered his next jump. I didn't want to just add delay to the bounce (because I wasn't even sure how I'd go about doing it - I didn't learn about platform collider in Unity until it was far too late to change it, so the platform had a collider function as a trigger - if I just added some delay to the bounce, player's character would fall straight through).
Solution? Change the animation from character getting squished by the impact to character getting taller and thinner, basically stretching him out vertically. It triggers at the same time and looks perfectly normal.
You can check it out here: https://itch.io/jam/gmtk-2019/rate/462343
I'm not really an artist (primarily a game designer) but I have to do everything myself. And while I tried drawing vector graphics, and got decent results, I stick to pixel art as it gives similar results in shorter time. It was especially important during this game jam, as not only I've been working alone, I ended up having to finish my game in less than a day. Which is also why I decided to make player character a slime - slimes and swords are two things that I drew so many times that I could probably do it again with my eyes closed. I use gimp, mostly drawing one pixel at a time, occasionally helping myself with some filters (lately I've been using RGB noise a lot).
An interesting problem that I encountered while working on sprites for my game was the fact that I drew them with black outlines. And since it takes place in space, the background was mostly black too. Not wanting to redraw the sprites without outlines, I changed their color to light gray, which turned out surprisingly well.
You can check it out if you want to: https://itch.io/jam/gmtk-2019/rate/462343
Here's my game: https://itch.io/jam/gmtk-2019/rate/462343#post-853004
This was a result of asking myself: "What kind of game can I make in ~12 hours" after halfway through day 1 it turned out that I won't be able to work on Sunday for more than an hour or two (minus the time to build and upload the game, then fix some problem that would inevitably appear and reupload it). Because of that, I didn't have enough time to finish my original idea and "jumping game, but there's only one platform" was my next best thing. And I'm proud of how it turned out.
I'm glad you enjoyed it. LMB stops character's jump early. In other words, if the character is moving up, pressing LMB will cause him to stop moving in that direction. It does nothing when the character is falling.