Thanks for playing. Yeah the frog is in the native art resolution I made it in, while the platforms are scaled down individually so I can make them any size I want or need after placing them in the scene. I mainly did this so they would always be visible to a degree and maintains some quality when scaled down.
I couldn’t get past those spike boxes so gave up after the third try like an absolute casual. Felt strange that velocity wasn’t preserved when jumping on a moving platform, but I suppose that adds to the challengs. No problems with the camera.
Thank you for playing. With the time between jumps, having the velocity still being there nears they could easily fall off and I didn't really want to do that so it becomes more controlling the jump after getting on it.
I love these kinds of games, the camera worked for me personally, but I could see it grating on some people. I liked the simplicity of the mechanics but can see the dive really adding some gameplay possibilities although there weren't really many scenarios I found where I could use it in the demo. I think you could expand this a bit and because of the simplicity of the mechanic I think that's a good foundation to build on. In terms of art you might want to find another character to use instead of a frog though, there are so many games with frogs in them these days that to stand out you might have to change things up. Looking forward to seeing if you build off this!
Thanks for playing. I tried some other camera types, and this is the one that has the least amount of negatives with it. I have a lot of ideas for adding more to the game overall. I like the frog, but I fully understand what you are saying that it won't fully stand out due to the frog itself.
I'm not a fan of rage-inducing games lol, but I gave it a go. I like the art, instantly made me remember game-boy days. If standing still and holding S, the screen still shakes. Spring at the start is too close to the text, making it a bit difficult to see. Controller support would be very nice.
Thank you for playing. I wanted a more retro feel for the art. The main thing with holding S is that it impacts gravity, meaning when jumping for one pixel, it does that. I'll update it to prevent jumping fully. I'll move the spring a couple of pixels. I'll add controller support too, I'll have to add controller support for the menus which is probably going to be most of the work with it.
A couple things: Why is the game in black and white? I think it would look really cool if the art was more analogous to the promo art. The camera honestly makes me sick, I couldn't play really long. I'm sorry. The constantly jumping is a unique concept in these frustration ascent games, but I don't think the camera should move like it does.
I made it mostly greyscale since it's faster to make stuff for and making certain things red to it as an enemy projectile, mainly to make it really simple to spot what things are. Originally there was fixed camera positions, but people didn't like it due to having to switch them when jumping to where new cameras are, which is why I changed it to what it is right now. Maybe I could make the camera position only change when the player is on the ground instead of it being constant, but I've been trying a lot of things to make the camera work well overall with allowing visibility and I haven't figured out the best implementation overall yet.
I checked and it seems like Itch.io doesn't want to play the game since I updated the build and it has too many files due to what I updated in the backend. I'll upload an older version of it that doesn't have confetti and some game juice.
Comments
Pretty difficult, I'll be back.
Thank you for playing.
I’m pretty awful at these, so I didn’t get to far.
Thanks for playing. Yeah the frog is in the native art resolution I made it in, while the platforms are scaled down individually so I can make them any size I want or need after placing them in the scene. I mainly did this so they would always be visible to a degree and maintains some quality when scaled down.
I couldn’t get past those spike boxes so gave up after the third try like an absolute casual. Felt strange that velocity wasn’t preserved when jumping on a moving platform, but I suppose that adds to the challengs. No problems with the camera.
Thank you for playing. With the time between jumps, having the velocity still being there nears they could easily fall off and I didn't really want to do that so it becomes more controlling the jump after getting on it.
I love these kinds of games, the camera worked for me personally, but I could see it grating on some people. I liked the simplicity of the mechanics but can see the dive really adding some gameplay possibilities although there weren't really many scenarios I found where I could use it in the demo. I think you could expand this a bit and because of the simplicity of the mechanic I think that's a good foundation to build on. In terms of art you might want to find another character to use instead of a frog though, there are so many games with frogs in them these days that to stand out you might have to change things up. Looking forward to seeing if you build off this!
Thanks for playing. I tried some other camera types, and this is the one that has the least amount of negatives with it. I have a lot of ideas for adding more to the game overall. I like the frog, but I fully understand what you are saying that it won't fully stand out due to the frog itself.
I'm not a fan of rage-inducing games lol, but I gave it a go. I like the art, instantly made me remember game-boy days. If standing still and holding S, the screen still shakes. Spring at the start is too close to the text, making it a bit difficult to see. Controller support would be very nice.
Thank you for playing. I wanted a more retro feel for the art. The main thing with holding S is that it impacts gravity, meaning when jumping for one pixel, it does that. I'll update it to prevent jumping fully. I'll move the spring a couple of pixels. I'll add controller support too, I'll have to add controller support for the menus which is probably going to be most of the work with it.
A couple things:
Why is the game in black and white? I think it would look really cool if the art was more analogous to the promo art.
The camera honestly makes me sick, I couldn't play really long. I'm sorry.
The constantly jumping is a unique concept in these frustration ascent games, but I don't think the camera should move like it does.
Keep going
I made it mostly greyscale since it's faster to make stuff for and making certain things red to it as an enemy projectile, mainly to make it really simple to spot what things are. Originally there was fixed camera positions, but people didn't like it due to having to switch them when jumping to where new cameras are, which is why I changed it to what it is right now. Maybe I could make the camera position only change when the player is on the ground instead of it being constant, but I've been trying a lot of things to make the camera work well overall with allowing visibility and I haven't figured out the best implementation overall yet.
Didn't feel like playing, but I'll let you know that the web version isn't set up correctly.
I checked and it seems like Itch.io doesn't want to play the game since I updated the build and it has too many files due to what I updated in the backend. I'll upload an older version of it that doesn't have confetti and some game juice.