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A jam submission

Panic Floor!!View game page

An unforgiving platformer!!
Submitted by Panic OK!! (@Panic_Floor) — 1 day, 18 hours before the deadline
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Panic Floor!!'s itch.io page

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Comments

Submitted(+1)

I love everything about this game.

Top notch idea, and execution. Art & music. Hard mode is super tight and a great challenge after you finish the game.

My only criticism, and it's something you probably know already and won't address, but it needs to be said:

It's a shame this is a coomer game. I love it, (I'm into shortstacks myself) but the general public will not like this. You could easily channel the meatboy fanbase, streamers + rage stream and general pixelshit lovers, but today your game is "problematic". I don't see any normie stream/review this.

The game itself is not even ecchi(except the costumes I see in your gifs), it's just the splash art and the complete game screen. My tip(I know, I know) is to follow nobeta and hat in time, and remove the coomer shit and leave it to fanart/mods. Keep it "cute and funny", if you know what I mean.

Submitted(+1)

I made it to level 13 after all, the room number was freaking out but in a way that made me think it was intentional, and it was normal in level 14. The music had dropped out since I left the game running for days in the background. All I could hear was the jumps and dying. I stopped when my deaths wrapped around.

Submitted(+1)

This is probably up there with Pogo 3D for the hardest demo of DD50. I only managed to get to level 7. I like the art style and the music is alright. But fucking Hell is it difficult. My old keyboard couldn't really handle the precision I needed for the movements in this. Although it's not the only thing getting old.

Although it's not my thing, I can see there's a good amount of effort put into this.

Submitted(+1)

Good thing I picked the easy door with double jump and floating gravity.

But really compared to last time I played it something seems better, idk which version I tried last time but controls do feel more snappier and mistakes feel like your own which I do like, difficulty also spikes really fast which I somewhat get but it feels like there's no relaxing period unless you stop playing.

I think with color balance maybe use blue color on your diamond grid for background tiles and keep pink for bricks/whatever foreground and make switches more readable somehow. I don't think you need to change much, especially main character which I don't remember if it had white outline with shadow last time I played but it works, biggest issue is pink on pink background imo.

Submitted (1 edit) (+1)

Here is my gameplay video:


A precision platform game with a cute bunny girl... I like it. 

I beat the 15 rooms and it was nice, I personally found the room 12 the most troublesome with those spikes at the beginning, the timing for those need to be very precise, but nothing impossible. Something I notice while playing is that the bunny girl don't have jump buffering in her jump, I personally don't care because I played old games since I was a kid, but for those who don't, they may think the game feels strange. 

I liked the game, I liked the atmosphere, I like how the cubes have expressions and of course, I like the bunny girl. Keep up the good work, I look forward to the completion of this game.

Developer

Understood. Jump buffer, or coyote time, has been requested before. It was integrated in the past but then later removed because it was offsetting the jump distance reach. At the moment I do not intend to include it.

Thank you very much for the feedback and video. Was fun to watch.

Submitted(+1)

I think I'm out at room 12. It controlls and flows really well, but for casual play I think it's too fast/the rooms are too small/the error margins are too tight. The habits from playing my own game really fuck me up here too (wall jump direction input is the opposite so you can imagine).

Aesthetics are really nice. There could be more visual hints on extending spike traps and timed switches.

It's the type of game I can only play at short bursts like Celeste. I'm not sure if that's good or bad, but it might mean that it needs something to keep me going back to the game instead of closing it and forgetting about it, like a story or level structure with a mid-term goal.

Developer

Yes, I need to make the game more engaging and rewarding to hook the player in instead of just furstration from the difficulty. 

Thank you for the feedback

Submitted(+1)

First off, I bought your last game on steam and have played it and I liked it. This game is much more complex and interesting.  Level seven is a very difficult level, the other ones I played felt easy by comparison. I got stuck on level 12, and I discovered a nice tech. If you hold left and down and then jump, you always get a clean slide. 

Anyway, how do I make this jump? I am very curious now what's up with this. You can see in the gif that I did a regular jump and a super jump, and I swear I did this more than 100 times, so I don't get it, maybe I'm off by a block but this jump got me. This is as far as I got. Cool demo, thanks for posting. 

Developer(+1)

Thank you for buying the game. You clear that gap with a normal jump. Its a long gap so you have to jump at the edge of the block. The jump dust effect should give the player an indication where they jumped from.

Submitted (2 edits) (+1)

Glad to see it got uploaded. It always looked super interesting in the threads.

Beat it on easy!

Tried a couple more times on hard but never got past room 7. 

Graphics are pretty close to perfect given the constraints of the style. Maybe there's some things that could be slightly improved by color coding, like making extending spike blocks red, but what you'd gain in ease of reading would be lost in style. idk.

I think you mislabeled "really bloody hard" mode as "easy". Jeez.

That said, I suck at platformers, and the game never feels completely unfair.
I can tell what the game wants me to do, and that it's possible, I was just missing the execution.

I'm not very good at these sorts of platformers, but the difficulty curve seems a little weird.

I know everyone's different, but I had levels that I beat in three tries (lvl14) right after levels that I had to beat my head against for two hundred (lvl12). Maybe not that important for hard mode, but on easy it was pretty jarring.

The in-game sprite has a really charming mischievous feel and expression that doesn't really carry over to the loading screen/big illustration version, which is a shame.

I'd really like to be able to disable sound; The music's fine, but it gets a little repetitive and the game seems like something you'd like to zone out to while listening to a podcast or something.

I realize the game's tagline is being unforgiving, but i think there's some ways you could make it less frustrating without compromising the raw difficulty:

- A practice mode for individual levels would be really nice for practicing hard mode.

- Ghost that shows you how to beat the level would've helped a few times. Maybe the dog could do it?

 - Maybe take a page out of Nintendo's playbook and just let the player skip a level if they die 50-100+ times on it on easy?

Developer(+1)

Color balancing is something I that struggle and get reminded a lot, theres still much to do before i make a final decision on that regard because the game has 150 levels so far and I am thinking of creating different themes without straying away from the basic color palette.

Thank you for the feedback.

Submitted (2 edits)

>150 levels

Madness. How many do you gotta beat in a row for hard mode in the full game? I can barely get to twelve so far.

Developer(+1)

All of them.

Submitted (1 edit)

Haha holy crap. I'd suggest at least adding a medium difficulty where you can do them in smaller chunks, because doing 100 levels you've already mastered to get to a level that's giving you trouble so you can get better sounds like it's gonna be super frustrating.  But then again I'm not a precision platformer guy; maybe that doesn't bother you guys.

Submitted

Beat the demo on hard!


I kind of expected there to be a different illustration for beating hard; Having different end illustrations based on how well the player did would be a good addition.

I'm gonna maintain that room 12 is badly placed in the difficulty progression. The very first time I managed to beat it on hard I cruised through the remaining rooms first try.

I look forward to the remaining 135 rooms with trepidation.

Developer

On the full game, there are different spalsh art at the score screen based on the number of deaths, but it's not a feature on this demo. The levels are not really sorted by difficulty.

Im glad you enjoyed the demo and nice score. 

Thank you for the fanart. Its really good!

Submitted(+1)

I figured since I had so much fun with the demo I should give you something in return

Thanks for uploading.