The explosions stay on-screen a little too long, otherwise, good game!
Recent community posts
Really neat idea! I would enjoy it a bit more if the mines would appear just a bit more quickly or maybe their hitboxes were adjusted. I felt like I was blowing up without seeing anything quite often, even when I wasn't moving super fast.
Cute sprites. Variations on the classic Mario Bros are always fun to play. Was very difficult to score a point, though, and we went to a draw (which didn't close the game, as others mentioned)
Fun little game! Love the art!
Player 1 & 2 positions were opposite what I thought they'd be (WASD controls character on the right and vice versa). Not sure if that was intentional, but it was a bit disorienting.
Planned features for next update:
- "Split" Gamepad mode, allowing two players to share a single gamepad for Versus
- Yasim and Kellie are the only characters with full animations. Other characters will remain in their single frame states until their designs are finalized.
Things to test/provide us with feedback on:
- Character Hitboxes
- Do you feel like you're getting hit more or less often than you should?
- Control Abilities
- Do you find yourself consistently losing to one character's Control ability?
- Do you have trouble winning even after using your own Control ability?
- General Character Preferences
- Who's your favorite character and why?
- Who's your least favorite character and why?
Online play is definitely out of scope but a bot might be plausible. Of course, we made this one in a short period of time for a game jam and weren't planning on doing any more work on it, but you never know. :)
Hello! Back in October 2014 we made a game called Skullshot, a puzzle platformer of sorts with a speedrunning focus. It was made in just a few weeks (with Halloween as the deadline, obviously) so the initial release only had a handful of levels. A few months later, we revisited Skullshot and created a multiplayer variant that improved on some of the controls.
And now, just a few months ago, we released an early take on a level editor!
Unfortunately, another project (that we were actually getting paid for) required most of my focus shortly after we launched the level editor, so I didn't have a lot of time to spread word about it...but hey, now that project is finished and I'm really excited about this thing again!
There are only two levels that I've played for it (one my artist made and another by a good friend), but they both got me really pumped about the potential this thing has. If you make anything cool, please shoot a tweet @donkeyspaceman and consider posting it on the Skullshot level editor community page!
To get you started, here are the two levels I mentioned:
Currently you have to import/export .SKULL files to exchange levels, but I plan on adding a more user-friendly way to handle that in the future.