Vertical scrolling platformer. Go deeper into the pit of evil to avoid the spikes. Maybe there's a way out?
Keyboard
``` WASD - move and menu change w/up/space - jump and wall jump (while holding left/right) space/shift/enter - [action] (to open door) and menu select esc/backspace - pause menu ```
Gamepad
``` dpad/joystick - move and menu change a - jump and wall jump (while holding left/right) x - [action] (to open door) back/start - pause menu ```
Wish I had devoted more time to the level design, it's still more of a playground! Oh well 😃
I made it out! I like the level design at the start. The door that leads to certain death. The wall jump mechanic. It flashes on the screen a little quickly, but I figured it out after several deaths. After that point, I just fell most of the way to the bottom and went around the floor to fall into the infinite abyss. Great job.
I thought I won at one point but I was free falling infinitely lol! I think you nailed it with saying it needs a bit of polish in level design. Great start though :)
Having the onscreen tooltips for the controls is a great idea for game jams! I'm definitely going to use that going forward. I was not able to get very far :(
Nice job! Liked the graphics and the helpful tips. With some level design work, as mentioned, I could see this going far. I couldn't find in the description what was the button for the action, but once I did, I confirmed what has been said about certain death. Too early for something like that, perhaps.
A cool concept, but the controls were a bit inconsistent (jumping off of ladders in particular) and I also fell off the left side of the level. Otherwise the game was fine. Would have loved to have seen more time added to level design!
Hey everyone, I really appreciate all the feedback. I've been working on updates since Wed, I will add new post-LD builds in a bit (as to not skew anyones ratings for the LD entry).
Updates done so far: - background image, improvements to tile sprites - foreground layers (water, but more to come like quicksand, mud, etc) - level editor (test/save/load) to motivate myself to make complete levels instead of a messy/broken playground! - camera shake after falling too far down - falling spikes via gravity (aside from the main slowly creeping spikes at the top) - disables going outside the world (sorry speed runners, but great tactic!) - more (and *hopefully* higher quality) sound effects - lots of code refactoring to make updates easier, with level management, keyboard + gamepad input organization/detection, tiles and layers, blah blah blah coding stuff
Noted on the controls @sorlok@coolp I'll continue tweaking and improving them along the way.
Aside from aforementioned comments of needing controls improvements, and the obvious failures I had in level design, and falling off left/right/bottom, were there any other improvements anyone saw that I hadn't thought of, or maybe accidentally was ignorant to?
As I'm still developing the game, feel free to chime in any ideas you'd want, and I can add them. I have a pretty big enhancement WIP/brainstorm list, and would love more ideas too! And if you're interested stay tuned for post-LD builds in a few days or so.
It is for Amiga! No music like few Amiga games. That kind of jumping game is hard for me, in contrast I took it. I felt it. Its is actually a gem for original PC gamers. Congratz!
Comments15
admittedly I worked on the wall jump 10x more than the actual level. I've learned for next time to make sure to finish out a full level layout!
Solid mechanics. I hope you will add a complete level. :)
Updates done so far:
- background image, improvements to tile sprites
- foreground layers (water, but more to come like quicksand, mud, etc)
- level editor (test/save/load) to motivate myself to make complete levels instead of a messy/broken playground!
- camera shake after falling too far down
- falling spikes via gravity (aside from the main slowly creeping spikes at the top)
- disables going outside the world (sorry speed runners, but great tactic!)
- more (and *hopefully* higher quality) sound effects
- lots of code refactoring to make updates easier, with level management, keyboard + gamepad input organization/detection, tiles and layers, blah blah blah coding stuff
Noted on the controls @sorlok @coolp I'll continue tweaking and improving them along the way.
Aside from aforementioned comments of needing controls improvements, and the obvious failures I had in level design, and falling off left/right/bottom, were there any other improvements anyone saw that I hadn't thought of, or maybe accidentally was ignorant to?
As I'm still developing the game, feel free to chime in any ideas you'd want, and I can add them. I have a pretty big enhancement WIP/brainstorm list, and would love more ideas too! And if you're interested stay tuned for post-LD builds in a few days or so.
k back to coding! 💻
```
LD-ENTRY-escape-win.zip
LD-ENTRY-escape-mac.zip
```
or play the embedded HTML5 version on the itch page.
Thanks!
And you can fall off the screen if you go to the left. It is funny.