Version 1.2 :
- Player has some time to jump after falling off of a platform (coyote time)
- Medal hitbox enlarged
- Easy mode made easier
- New hard mode added (very difficult, made for advanced players)
Version 1.11 :
- Fixed getting stuck on walls while diving
- Fixed glitchy ending when dying at the same time as the boss
Version 1.1 :
- Easy mode added
- Both buttons are used as the jump button
- Improved graphics for weak walls
- Extra effects when breaking weak walls and triggering the boss battle
These changes should help those who had trouble with the original version, and hopefully make it less frutstrating.
The medal rooms are not affected by the difficulty, to make sure they remain an optional but tough challenge.
My first PICO-8 game !
It's a tiny "metroidvania" platformer where you play as a cube.
You gain more and more abilities as you progress.
There are multiple environments, some collectables and you can find a boss fight at the end.
The controls are :
Z/X/C/V - Jump
Left/Right - Move
Down - ???
If you run into a bug please report it so I can try and fix it.
Feedback is also appreciated :)
I hope you enjoy the game !
Haha I couldn't get the 5th medal, either. Issss it possible?
I liked the game, though. The part I had the most difficulty with was definitely the lava room where you need to avoid spikes, and then avoid cannons in the next room before you get to a checkpoint.
To be honest I kind of expected people to have trouble with this room ^^'
I admit it's quite difficult, I couldn't bring myself to make it any easier ^^'
If by "the fifth medal" you mean the medal in the snow level then yes, it's definitely possible :)
You need to anticipate the horizontal cannons and then double jump as fast as you can.
I can upload a video playthrough on YouTube if people are having trouble with the game
Thanks a lot for the feedback !
230 deaths, all 5 medals.
A little more coyote time would be appreciated (an extra frame or two before stepping off a ledge uses up your jump), and some things required crazy precision (I'm looking at you, Medal #5), but overall nice work, especially for a first PICO-8 game!
The sprites were good, the mechanics worked well, the jump sound never got annoying, and I like the little cloud effect on the moon.
Really enjoying the game so far. I love the levels, and the animations on the cube are a great touch. I am stuck though. All the way up to the left, then down the spikey drop area past the 2 springs, You walk up a terraced area into... the wall at the top left of the starting room? I have gotten 2 medals(the first one, the second one right outside and up from the room that turns on the springs), the double jump, the dive, and then I can't figure out where to go because the only place I haven't been takes me to the starting room. I'm probably missing something obvious, but I just don't know what.
I really enjoyed this. Fun little metroidvania. I enjoyed getting the medals too - its nice to have something 'just for fun' in one of these games. Boss battle was nice too! I normally object to games where the hero is a cube, a box or a ball - just seems lazy - but the hero had a nice bit of personality and a cute jump, so I could get into it.
Minimalistic, but still fun to explore! I liked this alot.
It's one of those games where after dying constantly, you always feel you'll get it on the next try. First playthrough 185 deaths, 5 medals, using keyboard on normal setting.
I really like the subtle refinements like adding a squash and stretch effect while jumping. Just as a minor critique. When something is squashing and stretching, it should always keep the same volume as it's original form.
So if the box is 8px wide by 8px tall, that's a volume of 64. When he jumps, he becomes 6x8 and 8x6 at the top of the jump. The problem is that 6x8=48, not 64. One solution could be to shrink the cube to 7x7 (which equals a volume of 49).
This is a good article on squash and stretch: http://blog.animationmentor.com/squash-and-stretch-the-12-basic-principles-of-animation/
This issue becomes tricky when using such low-res sprites. It's not really a big deal or even too noticeable in your game, just some friendly advice :)
Thank you all for the comments and stars, I'm honestly surprised by the amount of feedback my game has received.
Here's some explanations :
The collision relies on sprite flags and isn't very precise. The programming, honestly, isn't great ^^'
I didn't know how to create objects in Lua at the time.
The coolmath version was made slightly easier, and the difficulty modes were renamed (easy became normal and normal became hard). So hard mode is actually just normal mode with a different name.
5 medals, 91 deaths, and a good 15 minutes of stupid mistakes on the final boss later, I very much enjoyed this game =) I feel like checkpoints could be a bit more liberal, especially around certain challenges, and there were some areas where a map would have been very helpful in remembering where I needed to go after getting a new powerup, but overall it was fun to play and a well-designed level. I'd love to see a more fully realized version. Cute character, too ^^
I really enjoyed playing through this. Like a few others have said about checkpoints, the only area where I felt there needed to be a checkpoint was right at the start of the snow section. There wasn't an obvious 'last checkpoint' at that point and it made me think 'maybe I shouldn't be trying to go here yet'. I love the art style and the boss at the end was cool too, it was nice figuring out that the dive ability also worked as an attack. It'd be nice for there to be some more music in this to set the mood and tie things together more. Anyway, really cool metroidvania game, much appreciated :)
Just re-visiting this classic cart. This is such an absolutely perfect yet simple game and ever so rewarding once you get the timing of the jump mechanism.
The level / room design is ever so good. For such a simple idea and with such basic graphics you have made something so compelling. Bravo!!
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