Very nice. Works great with gamepad and on iPad with gamepad. Feels polished. Nice that it's forgiving unless you crash head on. I delivered 4 and had to move on. Kid is trying now and struggling with learning how to pilot it :D
scmx | The Level Machine
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Addition of the birds made it bit more tricky :) It was a bit hard to see what happened when they moved so fast.
I would suggest to remove the dialog and rely on the already existing Select another level button and put the feedback text visible without player needing to dismiss it. This would allow for easier try again with Start and the player does probably want to run it again after success too because it runs so fast.
Being able to step through it or lower the BPM would be a nice addition.
Well done!
Thanks! There's an easter egg if you double click on the seed displayed within the editor, then you get a new random seed immediately.
I only got so far thanks to AI tools. But I have messed around with procedural generation and making custom editors before, so I provided those as references when I prompted.
Changes done in the editor are recorded as operations that can be replayed on top of the procedurally generated level.
Thanks! I had a fun time making every button on the Xbox Controller do something in the editor. There's some bugs and I seem to have broken the editor a bit last minute, but at some point two players could edit a level simultaneously with their gamepads. But I didn't get to adding a smooth way of saving the level edits made by my kids on an iPad.
I'll change the default sfx to medium. I did manage to add audio settings off, low, medium, high but forgot changing the default.
Thanks for the kind words regarding gameplay! I did use AI for most of that, telling it strictly how I wanted it and by providing examples of how I have written from scratch before with taking input from both gamepads and keyboard. Writing a platformer from scratch myself without AI assistance didn't work out great all the other times I tried. So I'll need to analyze the code and see what I can learn from it myself. Planning to do some manual refactoring when I have time. But then again a tiny change could totally break the feeling of a smooth gameplay. Thanks for playing and reviewing!
Thanks for playing! I tried to make it dynamic. The door unlocks when all the colored locks have been unlocked. The unlocked locks are used as save points as well. The colored buttons toggle the nearest block of the same color. I planned to make levels where you would need two players to collaborate like that to complete it. Correction, currently it doesn't only toggle the colored block, it permanently removes it's collision. Might change that.
Unfortunately there is no built in way right now. You could inspect the page, select the iframe and run `MODEL.players.pop()` to remove the second player. There is a partial save state stored in local storage, which level on, how many locks have been unlocked on the level. So refreshing the page or pressing Restart could work. Second player is added whenever WASD and some more keys are pressed. Or when a button is pressed and two gamepads are connected.
I'll definitely add some way of removing the second player after the jam. Probably via the main menu. I had a way making the second player be dragged after the first player, but now that can lead to it ending up within walls..
Reload button within the editor is meant to reload level as it was with changes applied on top. Undo was meant to do the same while skipping the last change operation.
Naturally there's bugs everywhere :)
Thanks for playing!
Smooth gameplay. Me and my partner played this for quite a while with gamepad and she finally managed to beat the first boss, but it wasn't easy. Perhaps some slow motion could be used when there are projectiles coming from two directions? Staying near the edge seemed to be a winning strategy. I wanted to dodge projectiles all the time, but I'm not sure if that really worked?
Btw, your review of my game got lost when my broken zip was fixed.
Thanks for playing it! You need the editor to complete level 2+. During development the game was played a lot on an iPad with 2 Xbox controllers. The editor was usable for both players at once to customize a level. But during the last crunch I only tested editor on desktop. The editor does work with keyboard shortcuts if you press the right keys OZXCFV. With gamepads I noticed that there seems to be an offset problem where the correct keys no longer work as intended. Lots of bugs to fix later.
Use mouse position or touch on mobile to control where to move and aim.
Click, hold Space or on mobile use another touch to shoot.
To play again on mobile press two fingers.
The delay until you can play again is a bit too long, sorry :D

Kort = Don't play too well, or you risk not making the game short :D
Bara En Geometrisk Form = Circles all the way :D
Inget Ljud = Silence :D
Ring = ⭕️ :D
Udda Gravitation = This is how the inside of a black hole looks, right?
Hey! what a cool pack! I started building a little demo that randomizes a character with random skin, hair, etc. I noticed some inconsistencies in the filenames and folders between different character states idle, jump, run, walk. So I wrote a little script to help me detect what file paths to adjust in order to make them consistent. I wanted to share the inconsistencies I found and the script: https://gist.github.com/scmx/794ed63d026d2cecbc2e18ee88514c96



