Use A and D to move left and right
Spacebar to jump (Only usable on the surface)
E to interact and buy items from the shop
Collect coins, buy upgrades and save your village!
Also screenshot your deepest depth score!
This game was mostly made solo. However, a housemate of mine decided to make music for the game, but he didn't want to be in the team. So I opted in for Solo
Code: Sean Cameron (NanukkLuik)
Music: Marco Rebocho
Art: Sean Cameron (NanukkLuik)
Sound Effects: Sean Cameron (NanukkLuik)
Gameplay: Sean Cameron (NanukkLuik)
CHANGED as requested, I opted in for audio. Credits are still to my housemate though :)
Quite a cool game! I really like the flying pose & flowing plume of the knight. It's nice that you can upgrade your knight - it would be quite difficutl otherwise. Gameplay is smooth & graphics are crisp. I would have liked some variation to the obstacles & surroundings as you go deeper. Or is there some? I only reached 570 depth.
@bradur Thanks! Yeah I should really think of refactoring my code to iron out everything. Half of my day today was literally me working out so many bugs. If I get back into this game again - I'll certainly create more variety and possible difficulty the futher a player travels down into the sinkhole.
Very cool game. Music was great, so props to your housemate. I must say, that 1000 is a lot of coins for a goal, but I got there! Maybe it would be more practical if more coins appear the deeper you go, that way I could see the reasoning for getting health and shields.
Loved the art, and the gameplay was very fun.
@dwemthy I was going to have much more in the game to begin with. I only got so far with the jam to add functionality between collecting coins and buying to survive futher.
The sword was meant to kill flying bats that would randomly fly towards the player. Also wanted to add a cool powerup to allow a player to jump ever so often.
As you can see from the image, I didn't really get to that part in time. Wanted to give you guys something playable than over do it with complexity and bugs.
Ok this was fun, like really good job the one thing i dislike in this, is that little alloying bounce when you hit a rock, which sometimes in some specific sections it always happens bounces you right back into the bottom of another rock which makes you lose another life, which in turn bounces you again right into the top of the adjacent rock you originally hit. It's really frustrating losing 3 lifes for one mistake. or in the same vein, when you hit the side of the block you're clearing, which bounces you into the opposite side and makes you lose 2 life points.
Except for that one issue, i love the game, the graphics is on point love the feather thing nice touch. Mechanic is simple to grasp, might've liked a bit of a difficulty curve (speed depends on distance?) but i dont expect those kind of "fluff" in a jam entry.
@Wrexialmt Yeah, as hard as it is to admit - that's one flaw in my game I didn't like either. I did fix the bounce issue earlier today but the fix caused more issues with the game and I kinda just opted in for losing more life. Should've balanced it out with the purchasing of perminant health though.
If I continue this game and develop it further, I'd probably start by refactoring my code and working around the issue again.
Also - I love the feather too.
You can't imagine how much I love pixel art and rogue like. Your game is amazing, and you did it alone, all my congrats, this is my favorite in this jam.
If I really have to say something negative, it would be that you don't have frames of invincibility when you take some damages, you're just knocked back. It means that sometimes you can lose 2 or 3 HP instead of 1.
Oh, and maybe 1000 is too much, maybe…
@KuBic_ I started off with having frames of invincibility. But the code I worked into and around it caused more issues. It's sad to say - the death in the game feels very unfair - but it's better than getting hit and then all of a sudden you are falling with greater velocity (That's what happened). If I had another day or two, I definitely would have worked it out :) hopefully
@Wrexialmt NEVER! I never feel bad for the flaws, getting some negative feedback helps me improve for the next time around. I'm just really chuffed that I made something like this within 48 hours on my first game jam. I want to do something epic for the ludem dare at some stage :)
This is really great I loved it!
Super addictive gameplay, I found myself just wanting to go over and over.
Couple of minor bugs: Seems to be some sort of tearing with the background occasionally, sometimes when you bounce off a spike the physics go a bit funky and you fall really fast for a short period, there might be some sort of memory leak? I had a feeling when I got my highest score that the game was getting a bit laggier the further I fell.
Those are all really minor things though, the rest of the game is awesome! Cool art, cool music, cool animations, cool upgrade system, smooth gameplay, nice endless generation.
One thing that sucks(nothing to do with you) is I left a comment on itch and it refreshed the page and I lost like 600 coins and my high score :'( So still didn't get around to saving the village.
Really great job, well done!
@Ztuu Could you enlighten me with some information. I have a pretty powerful computer, so it's hard to notice anything like lag from that kind of game. I did play test it a bit, might even just put in a developer code to allow an AI to go through the map without getting hit once.
In regards to Memory leak - do coroutines usually cause those issues? Also I wish to know your specs and browser.
Edit: The coroutines thing, you just solved my issue with multiple hits when player hits one of the obstacles. The memory leak was because I kept calling a hitplayer method everytime, and it never stopped the coroutines. Without saying anything, you solved my issue.
@NanukkLuik Glad to help…? ^^
I'm out right now so playing on my laptop in chrome, 4GB of RAM and 8th gen i5.
It wasn't even like severe was just a little, glad I magically helped you fix it by not saying anything :D
first of all i have to admit that i really liked the music. I fits the theme you picked. The game is very easy to understand although i did not find the shop in the first 2 rounds. I also like the scoreboard and the graphics are fine as well. You could really make the items more valuable since i got to 1k the fastest with not buying anything and you could make going deeper more valuable since you get the same amount of coins there as on higer altitudes(I know that you get a higher score but some extra coins dependent on the depth would be nice in my opinion).
The player's hitbox is a bit strict and unforgiving. I feel like this game would have benefited from the hitbox being substantially smaller than the player sprite. It's a little easier playing fullscreen than in the tiny in-browser window, but the hitboxes still feel a bit unfair.
Very often I would get bounced off of one obstacle directly into another and lose 2, 4, sometimes 5 or 6 - health to a single mistake. On some occasions I would get hit twice on nearly consecutive frames. Maybe just slowing the player down but letting them go through the obstacle with 1 health lost anf a few frames of invincibility would have been a better solution?
I love the upgrades system you have, which lets you go deeper either by being a better player or by using up the coins you need to win the game. That said, going deeper doesn't seem to have much purpose aside from score. I would have loved to see the coins get more plentiful and the obstacles denser as you go deeper. Maybe have larger coins worth 5 or 10 coins lower down. Maybe once you get deep enough you can start collecting shields to help you on your way. Maybe to save the village you need to reach a certain depth.
EDIT: I've given it some thought, and there's a much cleaner solution. After every round of the game, you lose any coins you haven't speent. You need to collect less, let's say, 500 coins to save the village, but it has to be during one fall. That would give a lot more meaning to the upgrades.
The graphics and music are fantastic (as has already been stated).
@amras0000 very good feedback, a lot of other people have commented on a lot you have noticed. My issue was the exact problem you are having with the hitboxes. Unfortunitely I did fix it but it caused more issues and the amount of code I generated to get there - was almost impossible to sort out in the final hours of the compo. BUT I managed to work out it was the same thing someone talked about a memory leak. Next time I do a game jam I'll be more refined with my code than sloppy. (Still a noob at coding, more of an artist haha)
PS: CONGRATS ON GETTING THROUGH THE GAME! A lot gave up on the first few minutes :)
This was a pretty fun game to play! The controls were responsive I liked being able to upgrade my knight. The graphics were simple and worked well enough, but I really enjoyed the music, Marco Robocho seems to be pretty great at making it. My only real gripe is with collision. It can be hard to avoid taking multiple hits back to back because there's no invincibility frames after getting hit, and I also found it unfair that the player's sword is part of the collision detection. Other than that though, great job! I was gonna put my score (1390) on the leaderboard, but I didn't take a screenshot when I finished the game ;(
@Baconinvader yeah I noticed but ran out of time. I did mention what happened when the player got hit in the comments above. It's the main issue and will fix it since I'm probably going to continue this game :) see how far I go
To me the best game of this jam I've tested so far.
Beatiful graphics, I liked a lot the animations like flowing plume animation on the knight, or above all the jumping one. The fact you can jump to unter the sinkhole really pleased me, it's like the knight summon his courage before jumping to the unknow to same the village.
The way to purchase upgrades by walking on the right is a good idea.
The only thing I will say is that I often lost quite a few lives with only one spike, due to the rebound of the knigh when he's hurted which made him hurt another spike. And some times the holes to cross a spike plateform is a bit too small for the size of the character.
But this is only details, your game pleased me a lot.
I'm really impressed, amazing work !
And your friend made a good job with the music, I loved it.
@Sammy6 Thank you so much - I did work really hard into this. Had loads of fun doing it too. Yeah - maybe never time I'll opt in for a team and allow people to world build for me as I code. Given enough time I could of done more too! I'll probably continue this game, or improve over it in time :)
@Takko Only details but good details. It's one of the reasons I said to myself
'People are going to notice that nausence in your game, do you have time to get rid of it? Yes! (Does the code) OH GOD THERE ARE EVEN MORE BUGS!'
So I ended up reverting it to that code. Better than you getting hit by a spike a few times than just once and then falling at x10 velocity. I couldn't figure out why - but I think it has to do with the fact I Coroutined the player getting hit by spikes. Anyway I'm so glad you like the game! I love the feedback even more!
@Chandalf Maybe you guys will haha. Maybe his/her adventure is yet to be complete.
@Lokior Haha, god, you remind me of some steam reviews. Im glad you liked it though! Really wished I worked out that bug before deadline!
I must say that altough this game has great graphics, music and fun to play, it was a bit mean that you published it so early, because I started play this instead of making my own :D
The only issue I had was, that the hitbox for the knight could be a bit smaller, because sometimes I got caught up in places I thought I could get through! Otherwise you are in my top 3!
@MatchaMaze Wow thank you so much. And I'm so sorry I published it early haha. Yeah I give, I had 2 more hours left on the 48 hour mark but I couldn't continue - was making more mistakes and couldn't correct the hit box and player hit functions without completely rewritten a lot of code. So I just gave my 'best' I could out - for the limited time.
HOWEVER, I will be post deving this game :) so welcome to follow it on itch.io if you want
First of all, I enjoyed this! The graphics and gameplay are good on their own, but what most surprised me is how well this relaxing tune works for a game where you're falling into a bottomless pit at breakneck speeds. It's part of what makes this addictive (as well as all the polish, like zoom-out at speed-up & the upgrade system).
I noticed a typo: It says 'perminent' instead of 'permanent' for the heart.
The sound-effects could stand to be a bit more clear, especially the coin-pickup one.
Side note: I wonder why you put the hi-score table here to 'on' while all you really need to do to progress is to get enough points to buy the heart upgrade each time and a lot of patience … but that has nothing to do with the game itself :-)
Lastly, I think the 'bouncing around, losing hitpoints' issue may (not certain here) also be resolved by changing the level design just slightly here & there.
@remco Yeah I noticed I misspelled permanent. First time I heard the sound effects could stand out more. Even had a streamer tell me the coin pickup is great - it just takes time to be given to you since it's flying across the screen.
There are points in the game and you don't buy hearts with 'points' you buy it with the gold pickup. The points are displayed on the top right - the depth you reach without dying.
Last issue was pointed out and I already know about it, explained in the comments above :)
Awesome game, 10/10. Enjoyed it very much and played it for way too long. The music was very nice and did not become repetitive even after half an hour listening to it.
The only thing I wished for is a short cooldown after you take damage where you can't take any more damage. Otherwise I would lose like 5 lives just to one narrow passage.
@smbe19 yeah, I noticed this before submitting the game. I opted in for perminant health to balance when I should of refactored my code instead.
Problem is - I resolved it but the new code caused bigger game breaking bugs that I couldn't fix without refactoring hours of code I already worked on.
I mentioned this in the comments above :) If or when I work on a post jam version of this game - I'll have that all fixed up and balanced for everyone!
Loved the graphics, it felt polished, and I was going to say thank your artist for me and then I realized the majority of it was done by you so wow really good job for that. Just needs some balancing, like some colision boxes i would think are to big, but I am assuming that this got missed due to the time and the fact that you only had help with the music. So props to you a very little neat game indeed and tell your Marco that I like his music.
@Fresh-Food Thank you so much! And yeah I didn't really have time to correct the player being hit code. You can read on the above comments about that :)
Yeah everything except the music was done by me during the jam. I wanted to really get something nice out there for my first jam and first game.
Marco says thanks!
Very good! Very enjoyable with a lot of potential. I love roguelike elements. Graphics are gorgeous. My feedback: your spikes collision area is very tight. In some cases you want to give player some slack. So i would narrow spike collider to make it feel little bit airy.
But anyway i enjoyed it a lot! Thank you
@cygni My friend did an amazing job on the music yes! :) And thank you, worked really hard on those graphics xD in the shortest time possible. And yeah. I wasn't sure if colliding with the coins it would make that sound orrrrrr have it float and make the sound when it reaches the edge of the screen.
The death mechanic was my fault entirely. If I refactored the code and thought it through - it wouldn't of broken on me when I tried fixing it!
Thank you for playing!
Looks pretty great, and plays well. But I agree with the other commenters that there needs to be some reward for going deeper, like more coins, otherwise it doesn't make sense to buy either shields or health. Although the tradeoff between a cheap one-time-use shield and an expensive extra heart is a good idea.
I found that the rebound effect upon hitting a spike makes it difficult to avoid hitting more spikes, so I would often lose two or three hearts at once. Might just be my awful skills though, but it feels a bit punishing.
Props to your housemate for the music, although I based my audio rating on just the "oof"s and "argh"s.
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