You have to escape the haunted mansion, but you soon realize it's going to be harder than expected. A very difficult platformer that counts 30 levels behind the Mansion's door for the boldest of you. Who is going to be able to finish the game ?
Have fun ! (if you dare)
GAME MAKERS RECORD - Level 22
CONTROLS :
Arrows/ Joystick: Movement Spacebar/ A (xbox) / square (dualshock) :Jump / Double Jump
ADDITIONAL MOVEMENT CONTROLS :
The longer you hold the jump button, the higher and further the players goes. Wall jump can be performed by jumping in the opposite direction when in contact with any vertical obstacle.
EDIT:
-fixed level 15 spawnpoint that made it impossible to proceed in the higher levels -fixed double jump and bad trampolines.
ABOUT US:
Even Games is a team of five but we worked as three (game design, programing, and sound) for this game jam. This is our very first video game and game jam.
(special thanks to Shinghost for designing the level 15)
30 levels is good for the game that was created for the LD competition. The graphics is good. Controls is intuitive and simple, which is great for platformers. So, in conclusion, I want to say, that you did a pretty good job. Keep going!!
Nice graphics and music create an eerie atmosphere. I also liked the challenge. But the jumping mechanics need some work, it feels like double jumping only works half of the times and it leads to a lot of frustrations. Pretty good job overall.
@exofrenon Thank you ! Yes, we encountered difficulties for the double jump mechanic and we didn't manage to save enough time to give it proper debugging. It is definitely something we will look into in the future. Thanks!
@void-productions Thank you ! Yes, we recorded it ourselves ahaha, really enjoyed making the sound effects. Everything in the game, from the music to the code, is completely original. Thanks again for your comment !
Very hard and fun. Had so much trouble until I realized there was a double jump. Even so, can't say I made it all the way through. I really liked the look and feel of the graphics, though I got a weird glitch that persisted after my first "game over" where an area in the upper portion of the screen was flashing, on linux build
Awesome game! Graphics are awesome, and controls are very tight. Wall jumping was a little glitchy and I didn't understand how springs functioned at first. Music was great in promoting the halloween / vampire-esque atmosphere that the game conveyed. Good work!
@even-games First of all good luck for ur first game jam, we also are first timer. The game is nice, graphics too.nice implementation of the theme. It is a little hard but good to play.
Hey! I like the game, the art and the levels are cool, however I would really have appreciated two game modes, the normal mode and an easy mode where you don't have to restart everything when you die. I can't handle the frustration of redoing the same levels but would have liked to keep playing and see all the levels.
The linux version didn't like my two monitor setup and completely hijacked all input forcing me to shut down the whole computer! Not your fault, the Unity 32-bit executable is the source of the issue. I'd recommending building the universal Linux option which has both 32-bit and 64-bit versions. Adding a key (F12, for instance) to close the application would also be a quick quality of life feature.
With that out the way, booting up Windows just for you, let's jump in. After a few tries I managed to get to level 18, the first one with the portals. Wasted two lives there trying out how they worked and didn't have it in me to start from the very beginning again for two reasons:
- Wall jumping, which is not used that much thankfully, is buggy. The walls disappear nearly immediately after contact which is unlike the floors as they disappear only after leaving the platform, not before. Maybe you didn't have time to implementing a *stick to walls* feature, but it would have been a much needed improvement. - The trampolines are still buggy, or at least too inconsistent. Hitting the side sometimes causes the jump height to halve, leading to death in most cases. The trampoline should always launch the character the same height no matter where you hit it.
Basically, with limited lives the controls and mechanics need to be polished to perfection. If you did the usual thing, infinite restarts from the beginning of the current level, then these issues would be merely annoying, not utterly critical.
The visuals are fine, everything is quite small though. The levels could be zoomed in a bit. Maybe the last 10 or so levels use the space more effectively.
A difficult platformer is not an innovative prospect these days, even if bringing back the old, *finite lives system* from the arcade days sure is bold. Fits thematically, yet I've seen these falling floors a few times already.
Solid work for a first jam project. The technical issues are most unfortunate.
Overall: *Above average (3.5)* Fun: *Above average (3.5)* Innovation: *Below average (2.5)* Theme: *Average (3.0)* Graphics: *Good (4.0)* Audio: *Above average (3.5)* Humor: *Nah! (n/a)* Mood: *Above average (3.5)*
Hi, I'm on a mac and colliding with walls was really glitchy and I couldn't get the wall jump to work at all. :( I also struggled to do the double jump consistently, if I tried to jump after hitting the top of the first jump it just failed.
Really pretty game! It turned out to be much harder than I anticipated, but controls still felt right (I'm also rubbish at platforming, so it may be just my problem). Sounded appropriately spooky, well done!
Nice game, I hope to see more updates and improvments sooner. If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got: https://ldjam.com/events/ludum-dare/42/spacelab-42
Comments23
With that out the way, booting up Windows just for you, let's jump in. After a few tries I managed to get to level 18, the first one with the portals. Wasted two lives there trying out how they worked and didn't have it in me to start from the very beginning again for two reasons:
- Wall jumping, which is not used that much thankfully, is buggy. The walls disappear nearly immediately after contact which is unlike the floors as they disappear only after leaving the platform, not before. Maybe you didn't have time to implementing a *stick to walls* feature, but it would have been a much needed improvement.
- The trampolines are still buggy, or at least too inconsistent. Hitting the side sometimes causes the jump height to halve, leading to death in most cases. The trampoline should always launch the character the same height no matter where you hit it.
Basically, with limited lives the controls and mechanics need to be polished to perfection. If you did the usual thing, infinite restarts from the beginning of the current level, then these issues would be merely annoying, not utterly critical.
The visuals are fine, everything is quite small though. The levels could be zoomed in a bit. Maybe the last 10 or so levels use the space more effectively.
A difficult platformer is not an innovative prospect these days, even if bringing back the old, *finite lives system* from the arcade days sure is bold. Fits thematically, yet I've seen these falling floors a few times already.
Solid work for a first jam project. The technical issues are most unfortunate.
Overall: *Above average (3.5)*
Fun: *Above average (3.5)*
Innovation: *Below average (2.5)*
Theme: *Average (3.0)*
Graphics: *Good (4.0)*
Audio: *Above average (3.5)*
Humor: *Nah! (n/a)*
Mood: *Above average (3.5)*
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42