Not gonna lie, the thing at the end (not gonna spoil it) made me go "WTF!". Great idea, but I do think it feels very floaty/iceskaty for a platformer, at times she simply moves too fast. The graphics were very pretty and the character design is really good. (although I'd love some context about WHY you were in a tomb to begin with)
There are usually quite boring parkour games on jams. But there is a very cool mechanics with a signal. I liked that the activation does not happen immediately, but the wave with the signal "flies", it gives a lot of space for creativity. I'm not sure if I passed all the levels as planned, but in any case, I won :D
The signal effect is really cool and unique. I found I could spam the dash button to essentially fly but without doing that the game is a great mix of puzzle and platforming!
The signal triggers are a cool idea, though the platformer is too hard for me stuck on the level where you have to repeatedly dash quickly before the first jump signal catches up and removes all the platforms
Diabolical is the perfect adjective for the game. Every single jump feels so calculated, you're thinking on and off your feet and if you're thinking too long, you're dead. It is very treacherous.
TRAP TOMB features a tomb raider, mid-escape sequence and fast as eff. I found fun in accidentally pulling off speedrun tricks and working out the jump and dash distances on the fly. There's a lot of trial and error but also no long death animations and no super long levels, just instant action. That's really in the game's favor and a big part of why I saw it through to the end.
The last level in particular felt very precise, and that's about the point where I wish that things were less slippery. That said, this is my favorite use of the theme I've seen so far. Attaching a signal to your jump that trips traps and platforms sure gives it a unique feel. I found it all really clever and tightly designed.
I'm a sucker for a game with a cute girl, and I can't just leave without commenting on how nice the art is. Everything is a nice blue to it, MC pops with her red hair, it was clear to tell what would become a platform and what was a signal crystal thing.
Bottom line: I dig this! I like the art and the challenge, just wish it were a little less slippery at times.
Really cool game! Just the speed was a little too much, I somehow managed to skip most of the last level. Also, I'm not sure if there was coyote time or not, but it could use at least a bit of it. That said, the concept was amazing! I'd love to see this game in a later stage (^^)
Fun use of the whole platform-swapping-when-you-jump mechanic seen in some platformers - putting it on a delay introduces a timing element thats really cool and fun to figure out. Good job!
Very fun platformer! Honestly given the art I was expecting a play on words with "trap" at the end but I'm glad you didn't go that way. :laughing: The signal twist on jumping was a very good way to make gameplay interesting. Would want to have sound added but overall it was good fun and something I haven't seen before. Well done!
FYI - I could not get this game to work properly on Firefox on Linux for some reason. The door on the first level just does not appear. I tried Firefox on macOS and everything seemed to be fine.
After the weird issue on Linux got put aside, I really enjoyed the mechanics of this game. It's pretty unique, and timing the jumps with the signals right added a unique challenge. Nice work!
very nice game, loved the mechanics, although a weird issue is that holding space gives a regular jump, but just tapping it absolutely launched me into the air. Not sure if it was suppose to give just a tiny hop and the code accidentally reversed it, but either way, very cool game. (I see what you did to get traction, lol).
Beautiful artwork, and I like the unusual twist in this platformer. It would be good to have music, or at least sound effects, to add to the mood. Still, as a platformer, it's a solid entry, though the difficulty level is too high for me. In any case, the avatar is well-designed, to put it mildly.
Well, I'm definitely not a platformer guy haha. Jokes aside, such a polished Compo entry is always impressive. I really liked the way you implemented the 'signals' concept.
Comments25
Great idea, but I do think it feels very floaty/iceskaty for a platformer, at times she simply moves too fast.
The graphics were very pretty and the character design is really good.
(although I'd love some context about WHY you were in a tomb to begin with)
5/5
TRAP TOMB features a tomb raider, mid-escape sequence and fast as eff. I found fun in accidentally pulling off speedrun tricks and working out the jump and dash distances on the fly. There's a lot of trial and error but also no long death animations and no super long levels, just instant action. That's really in the game's favor and a big part of why I saw it through to the end.
The last level in particular felt very precise, and that's about the point where I wish that things were less slippery. That said, this is my favorite use of the theme I've seen so far. Attaching a signal to your jump that trips traps and platforms sure gives it a unique feel. I found it all really clever and tightly designed.
I'm a sucker for a game with a cute girl, and I can't just leave without commenting on how nice the art is. Everything is a nice blue to it, MC pops with her red hair, it was clear to tell what would become a platform and what was a signal crystal thing.
Bottom line: I dig this! I like the art and the challenge, just wish it were a little less slippery at times.
That said, the concept was amazing! I'd love to see this game in a later stage (^^)
After the weird issue on Linux got put aside, I really enjoyed the mechanics of this game. It's pretty unique, and timing the jumps with the signals right added a unique challenge. Nice work!
but overall like this mechanic 👍
The entry itself is cool however - really good job.