Demo
Just a little game I made to improve my programming skills.
Run through levels, collect coins, avoid spikes, and break things to get to the end with your best time (now with secret paths). Also there's a friendly little fox waiting to see you at the end of each level.
A tip: if you are on a wall and press a directional key then jump you will jump in that direction. Use this to jump to different walls or jump up walls faster.
(no in game sound)
This is just a demo and no longer will be updated.
All art was found here on itch. Check out the credits from the main menu to see all the artists.
Status | Prototype |
Platforms | HTML5, Windows |
Author | PantheraOnline |
Genre | Platformer |
Made with | Unity |
Tags | 16-bit, 2D, Forest, Indie, jumping, Pixel Art, Prototype, Side Scroller, Singleplayer |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard |
Links | My Movement Asset From The Unity Store I Use In This Game |
Download
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Click download now to get access to the following files:
StandaloneDemo.0.1.zip 19 MB
Development log
- First update!Aug 21, 2022
Comments
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Hey, nice game you made there!
Some things that I think may help you to improve it, but keep in mind most things are subjective.
So, I agree that the general walking feels a bit off, although it’s hard to say why exactly. The speed I think is fine and I like the jumping as long as you don’t change the direction mid-air - then it feels a bit hard to control.
For example in Level 2, you have to jump between spikes and drop down straight. If I press ‘A’ (to go left) once shortly, the character still has too much movement to the right and if I hold it longer it goes too much to the left. I think it should be possible to hold the characters horizontal movement still easily, like pressing ‘A’ once to fall somewhat straight, but that may be more of a design decision.
Aside from that, I think you should limit the wall jumping at least so that you can’t go a wall straight up. Jumping between walls feels good though!
Visually, the assets look great of course, but you can give it a much more polished feel by emitting particles depending on the tile the char landed on, like just little squares in the tiles color to give a ‘landing’ effect. Also, you could make some of the foliage move when you walk through or hit it. Of course that’s only polishing, but it would also make the movement feel better and more satisfying I think.
The level design was good, I liked Level 2 especially. :)
My times for Level 1+2 were 2+ minutes and level 3 about 5 minutes.
Hope this is of help, I had a fun time playing it! :D
Hey thanks for the feedback and I'm glad you enjoyed it. I am aware the spike fall is rather difficult so I've been working on how to fix that, I may have a solution so keep an eye out for an update.
I am interested in what you mean by the general walking feels off. is that because of the air control right now or the actual walking? Perhaps the camera makes it feel odd or the speed.
I also like that idea about limiting the wall jumping. I had kept the vertical jump as just a faster way to go up walls but do think it may be more fun without. Particles are also something on my list to add so more polish will come as I update the game.
cool game, the movement felt a bit sluggish but overall had a good time
By sluggish do you just mean in over all speed? Do you think it would it benefit if I made it faster?
I feel like the acceleration maybe to slow to get to max speed. And then maybe lower the max speed. But idk I was able to kinda fly across the map when I started spamming jump lol
ok. Thank you for your feedback. I'll look into this. There is a double jump in the game that I forgot to mention but I suppose there is too much air time.