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A jam submission

Panic Floor!!View game page

An unforgiving platformer!!
Submitted by Panic OK!! (@Panic_Floor) — 2 days, 21 hours before the deadline
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Panic Floor!!'s itch.io page

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Comments

Submitted(+1)

Dope shit, super solid, no suggestions other than the obvious wanting more music and content. was able to beat easy mode, filtered by stage 12 on hard mode. 

Submitted(+1)

I really can't figure out what you're supposed to do in room 16. Bombing the face doesn't seem to do anything except randomly change its position, but that I couldn't find anything else to do with it. It's also strange to see a random element like the bomb's spawn location suddenly introduced at this late stage; it's a big departure from the deterministic "memorize the correct sequence and timing of inputs for each stage" approach of all the previous levels.

Developer

So basically this is supposed to be a boss room that is going to appear every interval of a few levels. These intervals could be every 10 levels or every 5 levels. I havent completely decided how the fight design is going to be or if its going to be on the final game at all but its something I was working on and thought it would be cool to show it. I should have included a simple boss room at room 5 to introduce these new elements to player to hint whats coming.

The objective was to make the player recourse to their skills of adaptation and improvisation and induce panic as the bomb and boss appear at random predetermined locations while they cannot sit still at any ground in the level so they have to keep moving until the boss is defeated.

How to beat? The boss has 5 HP and you deal -1HP every time you carry a bomb to its face. If you die, the boss HP defaults back to 5 HP and you have to restart the whole chain again until you take him down to 0 HP. If you beat him the whole floor changes and the door unlocks. I think maybe I should add a board displaying 5/5 HP so they get a hint on what to do.

Submitted (1 edit) (+1)

I see! I tried seeing if bombing it several times in a row without dying did the trick, but I guess I never reached five times.
I think giving the boss a new expression for each HP (or maybe a growing crack in its face) would be even better, but an HP counter would be a big improvement for making it clear what's expected of the player.

*e* the completion animation is very cute.
The boss is hard but fair once you know how it works, although I do have a few issues;
- The bombs take a long time to respawn, so I spent a lot of my time just running in circles to pass the time, which wasn't very interesting - I got tired of the running SFX very quickly.

- some spawn points of the boss are much easier to reach than others from the running-in-circles route, meaning you could randomly have a much easier or harder time with the boss depending on which spawn locations it picks. I had one attempt where I hit the boss three times in a row without needing to change direction.

In room 11, my first solution to the new switch was be to just activate it and wait it out, rather than sliding under it - putting a block or spike that you have to slide under instead would require players to do the slide without giving them the chance to just make the level more boring for themselves in easy mode.

Submitted(+1)

6 filtered me but I understood how to beat it. Love the art and the gamefeel is tuned really well. I think some music would help a lot but other than that I really like what you got here. (Make the loading screens longer)

Submitted(+1)

Made it to room #12 but got filtered. Solid stuff, but hard AF