Platform43 - Die to progress!

Overall★★★★★★★★★★2.96
Fun★★★★★★★★★★2.81
Innovation★★★★★★★★★★2.91
Theme★★★★★★★★★★3.17
Humor★★★★★★★★★★2.25
Mood★★★★★★★★★★2.82
GameLogo.png
Platform43 is a usuel platformer as you already know it... Probably...
Well... Probably not!

The official gamemode features "missing platforms" - instead a sparkling snow effect appears.
Jump into it and press the space bar (Jump button) in time to spawn a new platform.
Warning: You will lose am life!
A spawned platform always grants an extra life - but you have to catch it!
Oh! And we are playing with time :)

Now don't read too much - Check it out!

Don't like sacrificing yourself? Check out the Classic mode!

Controls.png
== You like our game? ==
Visit us on...
* Steam
* Twitch
* Twitter
* Facebook
* Our Website
* Our Merch-Shop

Game was created within first two days, effective working time about 24h - Have fun!

============================================

Two bugs have been fixed today (12/11/2018):
* Jump behaving different on different computers (hopefully fixed)
* Possible Double-Death if dieing too far on the left side.

Second bugfix (12/15/2018):
I changed the jump code once more as some people still had issues with it. Should be fixed now.

screenshot

Comments59

Firesplash Entertainment
Firesplash Entertainmentauthor2 Dec 2018, 23:44
If someone of you played this on sunday, try it again. we fixed two small bugs which appeared.
poodle_in_need3 Dec 2018, 20:08
Hey there,
I really like the idea of the game. Its simple and makes fun.
The classic mode and an tutorial bring a little more varity into the game :D
The Artwork is so cool It looks so good especially the character, great work!
The music fits very well and gives it a matching mood.
As I died the first time cuz i didnt get over a higher platform, i pressed back to menu and when I started it again, it unfortunetly hanged so I had to restart the game.
But overall its a awesome game, great job and keep the good work up! :dove:
P.S: Excuse my english^^
fullmontis
fullmontis3 Dec 2018, 20:25
The concept is really interesting and original. I found it a little hard to control the character. I also was unable for some reason to land on the platforms once they appeared, I always got through them for some reason.
Firesplash Entertainment
Firesplash Entertainmentauthor3 Dec 2018, 20:31
@fullmontis this is the point. You sacrifice yourself. But you can get your life back afterwards by collecting the heart. (Btw I just uplaoded a bugfix as the hearts disappeared too fast)

@poodle-in-need thanks for the review! We did not create most of the graphics as my GFX guy was on holidays. This is why I opted out for graphics.
fullmontis
fullmontis3 Dec 2018, 20:46
Oh I see, my mistake! I replayed the game knowing this, and I think my confusion came from the fact that I spawned after the platform I had just created, so I though I was doing something wrong. Overall it is an excellent mechanic, simple and effective, but I think it needs a little balancing since it's really easy to slip off a platform without wanting to.
Firesplash Entertainment
Firesplash Entertainmentauthor3 Dec 2018, 22:46
@fullmontis yes indeed! We changed some of the mechanics. the original version was better but had a problem: if your last platform was too far left you wer instant game over after losing a life.
This is why it's a bit strange now. Unfortunately there was not enough time to build a better mechanic. (I know the jam is not over but I am preparing our last LD game for early access on steam and need lots of time for it)
fullmontis
fullmontis3 Dec 2018, 22:52
Oh I definitely understand. I think that with some work it will become a solid game!
Firesplash Entertainment
Firesplash Entertainmentauthor3 Dec 2018, 23:13
@fullmontis Thanks! We plan to make more platforms and some polish and put it on steam if the feedback is positive. But we will chaneg the secrifice-part... That annoys over time...
blobo
blobo4 Dec 2018, 01:18
PSA for anyone unable to jump, set graphics to ultra. the game probably counts frames to send the player upwards, and low settings will yield maximum framerate. For the developer, use void FixedUpdate() this will fix the issue.
Firesplash Entertainment
Firesplash Entertainmentauthor4 Dec 2018, 11:26
@blobo thanks for your hint. Well in fact we are using physics for the jump which shall use FixedUpdate AFAIK.

Can you give me a hint (probably a video) what the issue looks like?
Morg
Morg4 Dec 2018, 12:20
I couldn't get the jump to work, it was jumping just a little with spacebar but not enough to reach any platform, it's a bit confusing. Is this a bug or is it normal?
yyam
yyam4 Dec 2018, 12:45
I used medium graphics settings and jumping seemed to work fine :) This game is very well executed and polished, the highscores were awesome! We seem to have come up with similar mechanics too ;)
Firesplash Entertainment
Firesplash Entertainmentauthor4 Dec 2018, 14:01
@morg someone reported you have to set graphics to ultra on some systems. Will have a look at this later.
Kindred
Kindred5 Dec 2018, 08:55
Overall a decent idea, but I felt the combat was out of place and just too unfair. The sacrifice mechanic was okay once I got it but I still think it could have been executed better. Good work in general. Fun game and the leaderboard was a nice touch. 4th!
Hilvon5 Dec 2018, 09:37
Yep. Definitaly a bug in the Jumping mechanic. I suspect there is some multiplication on the Time.deltaTime where there shouldn't be (which is funny since the usual problem if not making the multiplication where it is required).

Having the settings on Ultra helped... probably too much as I was now able to jump across gaps sometimes. :smile:

Love the graphcs and sounds.
Firesplash Entertainment
Firesplash Entertainmentauthor5 Dec 2018, 10:24
@hilvon our jumps are in fact time based. the jump is calculated by physics engine using a negative gravitation scale. After a fixed amount of (delta)Time the gravity is normalized again.
This "fixed amount" is calculated using the current game speed and a base value.
I think we need to implement jumping the usual way though...
Hilvon5 Dec 2018, 10:34
@firesplash-entertainment Hm... So you are using a FixedUpdate? But were you adding up time using Time.deltaTime or Time.fixedDeltaTime? Or were you counting time using just a set number of updates to pass? ((In this case you get the issue if FixedUpdateSteps is different in different quality settings)).

Also this way of implementing jumps is... functional I guess, but usually you use rigidBody.AddForce for adding upward speed, or directly add a vector to velcity...
Firesplash Entertainment
Firesplash Entertainmentauthor5 Dec 2018, 12:22
@hilvon I think I got the issue... the time difference is catched by Time.deltaTime instead of fixedDeltaTime... Guess I should not code that late...
rumor
rumor10 Dec 2018, 21:24
I like your interpretation of the sacrifice mechanic. A lot of games have you sacrificing yourself, but in doing so you have to replay a lot of stuff you've already seen where here you're right back into the action. The goal is simple but clear and fun - I managed to climb pretty far in the leaderboards but expect to get stomped off quick as more people play! The aesthetic is cool and charming (I recommend adding a screenshot to your description to let potential players see this better). Controls can get a little frantic but are tight overall. Really nice work!
JoshAnthony1990
JoshAnthony199011 Dec 2018, 00:33
Interesting concept. The jump felt a bit loose for my tastes. I also wasn't fond of having to hit the snowpeople with a melee weapon. Most of my attempts to do so wound up with me landing on top of them. I liked the idea of doing a sacrificial jump to spawn new platforms.
Matank
Matank11 Dec 2018, 02:06
Cool game. I managed to get 105 points eventually :) I did get some cases where the platforms would spawn at places which I think were unreachable given the jumping height, not sure if it's a bug or if I had a way to double jump to get to them. I really liked the art style!
Firesplash Entertainment
Firesplash Entertainmentauthor11 Dec 2018, 07:23
@matank I wonder if maybe the fix made the jump a millimeter too low... Are you talking about normal platforms or sacrifice-spawned ones? 'cause Sacrifice-spawned ones can be placed wrong by the player.
Matank
Matank11 Dec 2018, 07:48
@firesplash-entertainment Oh, I guess I didn't realize the timing of pressing the jump button controls the placement of the sacrificed platforms. That makes sense! Yeah, I just played again and verified - I could always reach the non-sacrifice platforms (as long as I placed the sacrifice ones correctly)
Firesplash Entertainment
Firesplash Entertainmentauthor11 Dec 2018, 08:14
@joshanthony1990 Thanks! Yeah the melee is tricky when you try to do it whil jumping. We noticed that.
Best practice is to land near and hit them or just land near and ignore them. They are just there to make the game a bit harder.
Firesplash Entertainment
Firesplash Entertainmentauthor11 Dec 2018, 08:16
@matank Glad to hear this!
Yes you do even get bonus score for placing the platforms eactly where the effect is. (The actual distance Center of effect Center of platform is used for calculation. You get between 0 and 10 points per spawned platform.

The Effect always indicates the position where the level gen would have spawned it. (Level is "procedural")
AllesKapaul12 Dec 2018, 20:06
Nice concept but I am unable to get more then 20 points. Most jumps are impossible to make the jump should be a bit higher.
Suchista
Suchista12 Dec 2018, 20:41
Cool idea! Nice little game
YYZ
YYZ12 Dec 2018, 21:22
I am playing the latest version with the bug fix and the spacebar only nudges my character upward very slightly. Due to that, I am unable to play the game or even get any score (highest score was always less than 10) because I cannot jump beyond the 3rd platform. As such, I cannot comment on the gameplay which is a waste as it looks really fun:( Nevertheless, nice graphics and the character even has a little animation and sparkly effects. Cool stuff!
Firesplash Entertainment
Firesplash Entertainmentauthor12 Dec 2018, 23:13
I think we need to rework the jumping mechanism. Currently the "buggy" version seems to be more stable... You just need to run it in "ultra" graphics.
Ajayajayaj
Ajayajayaj13 Dec 2018, 00:02
Very interesting idea! I like that you included a classic mode!
LaneDavis
LaneDavis13 Dec 2018, 01:39
Impressive tutorial implementation! I was wracking my brain on how to produce a tutorial in this amount of time, and you guys really nailed it. Nice production quality there.

Unfortunately, that's where the success ended for me. I seem to be one of the victims of the jump not working (even in the post-jumping build). Sad to see an interesting, high-polish game undermined by an unfortunate bug! I'll be checking back to see if you guys manage to fix it. Good luck!
Firesplash Entertainment
Firesplash Entertainmentauthor13 Dec 2018, 07:52
@lanedavis What would you say, if I'd tell you it is actually nothing but a screen capture with a bit of narration :laughing:

You can find the whole LD progress on our Twitch channel btw (youtube coming soon)
arron-fowler
arron-fowler13 Dec 2018, 08:41
A really slick entry. Everything well considered and executed. Solid game. Kudos on your splash, something I definitly need to work on!
Game-mon
Game-mon13 Dec 2018, 16:03
Nice game, but the jump doesn't work properly for me, it's too small, and the game is unplayable... Good graphics and audio though. The game concept is really cool! Congrats :D
Firesplash Entertainment
Firesplash Entertainmentauthor14 Dec 2018, 10:07
@game-mon did you try the "buggy version" with graphics set to ultra? this seems the most stable build at the moment.
Game-mon
Game-mon15 Dec 2018, 18:09
It's now fixed, thank you :D Now I can really enjoy the game! Like the way it gets faster and faster. Congrats! :D
Firesplash Entertainment
Firesplash Entertainmentauthor15 Dec 2018, 22:02
@game-mon thanks for re-testing and your feedback. Really appreciate it. Glad the new jump is working :)
sorlok
sorlok18 Dec 2018, 01:31
The concept is cool, and I enjoyed the time-warped music, but it felt really jarring to keep getting pulled out of the action every time I had to spawn a platform. Controls were good (although it was possible to scroll the screen too far so that you re-spawned behind the kill zone ---maybe that was part of the challenge?). Good use of theme.
syRoK18 Dec 2018, 16:48
This is a very good platformer with some differences, I liked the gameplay, thanks for your work and good luck in the future)
18 Dec 2018, 19:21
Meh, a lot of the platforms were impossible. There is a frequent problem where the golden platforms spawn way too low and the next jump is impossible and you loose all of your lives to that.
Rodrigo Denúbila
Rodrigo Denúbila19 Dec 2018, 02:56
Really interesting take on the theme and the game is really fun to play. The leaderboard is a really nice touch. Good job!
acaral20 Dec 2018, 16:43
There is a lot of great work. And there is even a tutorial and an online classment (I'm impressed). For the game itself it really works because of the arcade feeling. graphics and sounds are good. Well done!
Illaks20 Dec 2018, 16:43
I liked how polished the game was. The tutorial, gfx, leaderboards... Good job!
Firesplash Entertainment
Firesplash Entertainmentauthor21 Dec 2018, 11:45
Just a hint for the anonymous comment above:
You decide where the platforms spawn by jumping. There is an area around the sparkling effect where you can hit "jump"(Space) to spawn the platform. That is actually part of the challenge.

@sorlok Well that should not happen. You should never spawn more left than about one platform-width right from the left edge (sounds complicated... Look at this graphic (explaination below):

When you are respawned you will always spawn on the last platform you were standing on if it is still valid. If it is not, a random valid platform will be selected.
Platforms are invalidated when their pivot (which is the center) crosses the invalidation line. This causes a no-spawn-zone at the left side of the screen having a width of about one platform.
If your character's pivot crosses the orange "Game Over Line" you are instantly game over, no matter for your remaining lifes.
Jezzamon
Jezzamon24 Dec 2018, 00:42
I played the jam version, and yeah ran into the dying twice issues you talked about -- shame you couldn't fix that during the compo! But on the whole that didn't bother me all that much.

I felt the jumping and movement was a bit off, it felt a little slow not that responsive? Also there are a lot of jumps that you can almost but not quite make, it's a little frustrating getting really close but keeping dying. Maybe if the jump distance was increased (or even decreased) so that you have less narrow misses it'd improve the feel of the game.

Also, maybe a better way to make the mechanic work would be if you lost a life but landed immediately on the platform, rather than dying and having the game continue to scroll? It was a bit weird having the music reset and everything.

I found it interesting there was a lot around the game like highscores and a decent menu system, but I think the gameplay itself could use a bit more polish, at the moment it's a fairly minimal endless runner without all that much gameplay to it. Still, impressive you could set up the highscores during the competition!
Firesplash Entertainment
Firesplash Entertainmentauthor30 Dec 2018, 18:41
@jezzamon Well depending on which version you played you might have encountered the jumping bug. We noticed this afterwards as it did not affect any of the testers.

The orange platforms are spawned by you. You CAN build a death trap. They do not have a fixed spawn position.

And when it comes to the losing life mechanic: We discussed that on stream. I made it that way as of the theme. I am planning to integrate that game into a minigame compilation later on. There it will be similar to the way you described.

Thanks for your detailed feedback!

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