Check the controls on the game page. You can use WASD to move the camera around the level.
MPStudios-Old
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Thanks, I'm glad you enjoyed it at least for a little while. I could tell it was gonna get tedious but my ideas were gonna take way too long. Definitely wanna make a better version of this. (Possible idea, maybe you can earn upgrades in the form of shorter/better commands?)
I noticed that same issue with the enemies when I was play testing after submission. Definitely an odd bug that I'll fix in an updated version.
Thanks, I'm glad you liked it. Definitely will add more actions down the road. I have some ideas for improving it such as possible teleportation (at a cost). I definitely felt the animations were too slow. I actually had an idea that I wanted to implement that would let you undo your last move but would've taken me so long to build that system. Haha. (I also kept dying that same way too.) I didn't think about the similarities to NecroDancer but you're definitely right. It's got some similarities.
Thanks! Haha. You'll have to credit one of the hosts of the PaletteJam for the music. I'm glad you liked the art and UI. I'm glad you enjoyed the random events too. I originally had a very minimal clone of Breakout but thankfully the ideas came to me and I was able to implement them before time ran out.
Thanks! Weirdly I've never played Ghosts n' Goblins but I initially thought of making levels that were based on it. That's why the outside area is very similar to the first level of Ghosts n' Goblins. I appreciate that the coyote time was noticeable. I couldn't tell if it came through. And thanks about the animations! I've been trying hard to improve my pixel art. Also I wanted to have some way to actually beat the boss but I realized I had not combat mechanics, so grabbing the book it is. Haha.
The sound issue you're referring to isn't a glitch but rather a stylistic thing that didn't work. I purposely had the music stop once you get the book and I just didn't bother to have it start again because the exit was so close that I deemed it not necessary. In hindsight, I should've had it start back up. I definitely did notice the bugs on the climbing because there's an awkward issue of climbing too close to a wall too. I hope to fix that issue as well. It definitely was not optimized code on my part. I tried to combine two different mechanics with climbing at once and it was... definitely buggy. Haha.
I appreciate the feedback and I'm glad you enjoyed it! I plan to hopefully soon go back and redo all of my old projects with improved skills, art, etc. Hopefully I can do it within the next year.
Are you referring to the boss level music? There's ambient background sound and SFX in all levels but there's only boss music on 1-3, 2-3, and 3-3. What do you mean by an "upgrade"? And the drops are a known issue. I just didn't have time to fix them. They kill from the sides but not the top. It's just a hitbox size issue.
Thanks! It helped that I had been working on potential metroidvania/platformer ideas for a while ahead of time so I basically had "optimized" code ideas . I had a dash idea for another game that I want to try. Believe it or not, the wall jump used to be even stronger until I modified it. Haha. Despite not being something I normally play, I enjoy the concept of making a game that people can explore and speedrun so I might try to make a project like that coming up.
I must've forgotten to mention it in the controls, but if you hold the down arrow during the how-to, the scrolling speeds up. I plan on trying to redo all of my old game jam games over the next year or so and I will definitely keep that bug in mind. What OS were you playing on? It worked fine for me on my Linux machine but I didn't get a chance to check every aspect on all options.