Get the shroom from the achient ruins
Navigate through the ruins and go room to room until you reach the shroom, but be careful of the spikes. If you touch spikes, you will be sent back to the start of the room.
Here's a little trailer I made for the game (it does spoil the game though lol)
@pikachurian Ye, the movement was meant to be slippery and difficult. When you first play the game, it's difficult, but the more you play it, the easier it becomes. The mushroom was made to stand out so I made it really bright lol
Follows the theme well and features the super secret mushroom theme too!
Game's a relatively standard jump puzzple platformer, but that's not a bad thing! The controls are floaty and collisions with the sides of platforms make it difficult to navigate, but the very quick respawn counteracts this, and makes it easy to keep retrying.
I liked the platrforming controls. The inertia and slipperiness provided a good challenge at first but I started to get the hang of it by the end which was really satisfying. The last platforming section was pretty challenging but the furstration that was building up was released after grabbing the mushroom with a victorious jaunty tune that I quite liked.
As far as things to imrpove goes, I have a few small points.
Level design: Right at the start, your level design has some conflicting ideas. The sprite is facing right which implies that I should start walking right as is convention. But your intent, and level layout wants the player to walk left. It's okay to break convention but make sure your other design decisions re-enforce it. H_Flip the sprite and push him far to the right. Adding something intersting on the left side of the screen to draw the players attention away from the wall will help too. As is I can't shake the thought that I will get an upgrade later to help me get over that initial wall.
Mechanics: The slipperiness really works. The character has a real sense of weight, which re-enforces the robot. The only complaint I have is that the inertia doesn't reset when hitting ino a wall or obstacle. When you hit a wall, the force and energy you carried should transfer into the wall and the wall should hit you back. bringing the character to a stop and killing the inertia. This will both make the game feel better, it will help with the level design allowing for players to aim for wall to get quick pivots, or avoid the walls so they can keep their momentum up across a series of jumps.
Fun platformer Keep up the great work!
pikachurian already voiced my main concerns, just wanna add my two cents to it:
If you want to make the controls floaty/slippery to make the game harder, give the player a visual reason for that. E.g the platforms being made of ice or the robot having wheels instead of feet and skidding to a halt whenever you change directions. That way, the mechanics make more sense in the context of the game :)
And another very minor complaint that I have is the use of the space button. You use it to enter the ruin (could have just been mapped to "up", and leave space for the jump) and to grab the mushroom (which could have just happened on collision). That's two very limited use cases, which raises the question why you should have it at all (see my suggestions).
Anyways, great work!
Honestly i'm really bad at this game! Haha. The graphics are simple and nice, I also liked the sound feedback. I wish I had played more, unfortunately the game is very difficult for me, but that's okay. Good Job!
Thanks for the comment and for trying to play my game, unfortunately we had problems and I couldn't publish in time, even for unranked, to be fair I deleted my attempt. I'll try again next time. Good luck!
This was an interesting implementation of parkour platformers. In my opinion, the graphics could be made quite a bit better by tweaking the colors a bit. They looked a bit gray. I understand that the sliding was the core game mechanic, but I think the implementation could be slightly improved. I ended up fighting against the momentum a lot. I think it would be cool if you could more naturally maintain the flow of the game by allowing the player to bounce off of walls to redirect the motion as this would reduce the stop-and-go nature of the game.
Anyways, I enjoyed playing the game. Good work!
As you saw, I streamed my gameplay, but I'll leave a link anyways:
I managed to finish it!
The gameplay was quite demanding, it took me a second to get used to player character's slippery. At first it proved a bit frustrating, but after noticing how exactly user input impacts jump height and length, it worked suprisingly well! I wish there were some visual cues indicating power of the jumps, so the player doesn't get suprised when they slip into spikes after a presumably successful jump (i.e. sparks after landing, maybe some kind of particle effect like fire during the jump).
The graphics are also good, but some variety in the background would make wonders to the overall presentation.
Oh, and some story would be good. Afterall, why is our fellow robot in search of a mushroom? :D
Overall, good work!
Who put soap under my bot's feet?! The game physics and evil use of spikes make the game pretty hard. But honestly the fact that it forces us to chain good jumps without stopping makes it quite satisfying too. I suspect people winning the game will give more stars than the ones who ragequit! The barebones sounds it even more satisfying when we get to the cool victory tune :P
In terms of graphics & level I found things a bit uneven. The robot is good, but for instance having a bit more than a solid colored background would make things a bit more lively. Too bad too we don't get to play in the outside world more too, which has some pretty sprites but is not used for platforming.
Speaking of sprites, I like the shroom :)