This game is far from finished, but I had a lot of real life stuff get in the way this jam, so I only had about 5 hours of total time to work on this, and it's the first time I've ever used Godot's tilemaps.
Hopefully you enjoy it! :smile:
Instructions on screen, and it's 100% browser playable.
Font: Pixeled by OmegaPC777 on www.dafont.com (credits page say this font is 100% free)
For five hours of work, this was a nice little game. The jumping is a little weird as you fall really quick when not holding space but float down when holding space. That took a second to get used to but it wasn't unplayable by any means. I didn't really get to spend as much time as I would have wanted on my game either. Nonetheless, this was an interesting little idea!
Wow, this platformer is so simple and polish. I can't imagine what would you make if you have 72 hours, that's really cool game. I like it, it's very relaxing
@egan-henderson Thanks for the feedback! I actually intended for you to fall really quick. What I apparently forgot to do was to check if you hit the height of your jump and then ALSO make you fall quicker, so it makes the jumping inconsistent at the moment. Something to work on in the future :)
@blacklambert Yeah, once I learned how to do the collision detection with the player and the tilemap, it was pretty easy to figure out how to swap out tiles, so I decided that marking the one that killed you was a nice touch :D
I Loved How a Spike Gets Bloody After It's Killed You.
I did Encounter a Bug Where You Can Stand On The Spikes(Forgot To Take a Screenshot Sorry). But It happens When You Jump a Short Distance and Hold The D Key On The First Set Of Spikes.
53 death for 1 loop LOL I liked it, It feels simple at first but is fun and challenging and yet it is not frustrating. Controls felt pretty nice in my opinion. I liked the persistent blood touch. Over all Good job. Finishing it in five hours is impressive on its own.
@whynotyt I noticed that bug as well. For some reason, the way Godot is detecting the collision between the player and the tilemap that makes up the level doesn't seem to care if you're in a certain spot. For some reason it's just like "That's not a spike" when it CLEARLY is!
I've been tweaking it a bit since the jam and managed to fix that specific bug, but haven't made enough changes to re-upload a post-jam version or anything just yet. Thanks for the feedback though!
Very nice. Reminded me how bad I am at video games and a very impressive accomplishment in five hour. I see someone else already mentioned it, but I also encountered the standing on spike bug and took a screenshot:
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23 Oct 2020, 21:31
the controls are not great, which is not really fun for a game where you die a lot *and* where you go back to the start when you die the hitboxes of the spikes are weird too
Not really a fan of rage games but I found myself really giving my all to see the end but got rickrolled at the end :(. Controls were really tight though, like them a lot!
@nikolavuk Yeah, sorry for the "ending", I actually had MUCH more planned with this, just simply didn't have the time to implement everything. The concept was going to be that it FELT like the same thing, but every time through the loop, something minor would change, such as a block disappearing which would eventually (after enough loops) let you break out. I was also planning on enemies but all you get are spikes, sorry :laughing:
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I Loved How a Spike Gets Bloody After It's Killed You.
I did Encounter a Bug Where You Can Stand On The Spikes(Forgot To Take a Screenshot Sorry). But It happens When You Jump a Short Distance and Hold The D Key On The First Set Of Spikes.
I liked it, It feels simple at first but is fun and challenging and yet it is not frustrating.
Controls felt pretty nice in my opinion. I liked the persistent blood touch.
Over all Good job. Finishing it in five hours is impressive on its own.
I've been tweaking it a bit since the jam and managed to fix that specific bug, but haven't made enough changes to re-upload a post-jam version or anything just yet. Thanks for the feedback though!
the hitboxes of the spikes are weird too