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DEATH is NECESSARY | First jam game

A topic by MartimDev created Apr 09, 2020 Views: 568 Replies: 3
Viewing posts 1 to 3

Death is necessary..  is a platformer puzzle game where .. well, death is necessary.  Each time you die, your corpse acts like a platform you can climb on, use to activate buttons, block crushing ceilings and more.

(Solving the first level)

In my game each level has a certain limit of lives you can use before you fail the level and the level resets. At the end of the level your performance is scored on a scale of 1-3 hearts where 3 is given to players that completed the level with as many lifes remaining as possible  (similar to a bronze,silver,gold system).


(Screenshot of the score screen)

I made this game for my first game jam ever,Kindred Community Jam in less than 7 days.  There are currently only 5 levels (in increasing difficulty) in the game but I might add more.

Thanks for reading and I am hoping to hear some feedback or level ideas! :)


(+1)

It's a neat idea and decent visual style. I would say that player moves a little slower than I'd like. The physics are a bit weird on the level where you introduce the floating mechanic. It probably needs to adjusted to be a bit more user friendly. It kept acting in odd ways and after a bit I stopped trying.

Hope this helps!

Thanks for the feedback, I updated my game and fixed the floating mechanic and made the character a bit faster.
I invite you to come finish the remaining levels if you havent :)

Hi,

I enjoy the game. I especially enjoy the art style and color choices.

On a visual level I was missing something when finishing the level. Some games have a door open/close animation, or the character enters a lift and goes down, or the character at the very least fades out or leaves the screen completely.

As for Game Design :

On level 3, if you jump onto your corpse and die you get body blocked by your second corpse. Alternatively the second body gets pushed into your first body and the physics go all jittery. Maybe corpses could disintegrate if they are pushed into walls or other corpses for several frames in a row to avoid this glitchery? Just a thought, might not work with the game design you have planned...

There's one core design that really annoyed me though. I'm very bad at platformers, and kept jumping onto the small spike platforms by having my character only stand on the platform with a small part of his body. When he then died of spikes, physics kicked in and he tilted over and fell down away from the platform. This felt unrewarding to me, because in my mind I was like "But I got there!", when really, I just sucked at jumping on the center of the spikes. 

I know that in other levels you need to die on spikes and then fall AWAY from them. Would it be possible to disable rigidbody rotation while in direct contact with the spikes to avoid my earlier peeve while still allowing the rest of the levels to work.

Having said that, I understand if this is just not what you had in mind for the game, and I'm just too much of a noob to get things right. But emotionally it is the only negative thing that stood out to me while playing it yesterday.

Best regards,

Sven