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A jam submission

Limboplat PrototypeView game page

Prototype Run-around Platforming Game
Submitted by SysNico, pdob — 23 hours, 21 minutes before the deadline
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Limboplat Prototype's itch.io page

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Comments

It's solid! It's feels good! I like it! The character is a cute grumpy pants. plz camera sens slider.  Bullet Hair Recieve's lying on the floor state is equally adorable. Reminds me of little inferno, idk why but it's a good feeling. I wish I could dismount wall grabs without jumping completely backwards or having to  wait (I wish I had my inputs read instead of flinging me off the wall at full force for wall to wall jump setups). fuck those little platforms. the timings are so fucked that you gotta see if you should jump BEFORE your platform leaves or just as your platform arrives so you gotta wait a cycle to see shit and the platforms are so fucking small it's a really good way to piss someone off when they have to redo a minute of climbing to retry the weirdly timed small platforms (which, given the only identifiable human characteristic within this being a grumpy cute thing is probably the intent (for the love of God, if that's so, please put a checkpoint crutch system plz I suck at third person mover games and I'll get filtered so hard since I have no patience))

Below is personal taste stuff which is totally dumb but how I feel given it's early state and my personal tastes. 

Jumping out of dives and diving sets speed to that of walking which is probably here for prescision platforming but some parts of the large map makes me wish I kept/gained speed while doing them.
Some parts of the map are large and don't have geometry or objects to play with which makes me wish I had a way to generate speed and inertia or redirect it out of sections that have them to quickly go speedy through emptier parts of the map. This is all just suggestion since it's probably cuz the map's dev test ye

Very, very cute main character. Though she's perpetually grumpy.

Movement works great, but lacks some QoL to blend it all together - like pressing the opposite direction to "uncling" from the wall. Vertical platforms are a tiny bit wonky. And the "sliding" half-pipe (at least I assume it was for sliding) either didn't provide enough momentum for me to consistently slide (I did do a dash), or it needs another surface with less friction to work properly.

Got an occasional frame dip here and there, but I think it's fine.

Some areas didn't give me a drop shadow, so platforming between moving platforms was hard. In general the air movement seems just a bit too fast for my liking, but I think that's more of a personal preference.

A good start for a mascot platformer, keep it up!

Submitted

I think you've got something really special here, it's got a lot of character to it and I'd be interested to see where this goes in the future. The movement took a very short learning curve to figure out as I'm not familiar with PC platformers but after a couple of mins it all just clicked. However the acceleration & deceleration were just a teensy bit too long which became obvious during the moving platform section. The dolphin dive was such a stupid fun mechanic I found myself doing it whenever possible especially on slopes. Not sure what future movement you got planned but absolutely you "have" to keep it in. Speaking of the platform section, and I know this is just a test level but it's worth mentioning, the timing for them were totally off resulting in waiting for a good minute to get a good lineup. Overall enjoyed this game a lot and excited to see what's on the horizon!

(1 edit) (+1)

-I like the mesh independent texturing of the girl's clothes, it's a neat visual effect.

-If you move the camera at a moderate speed into a wall, it will clip though the geometry very easily and obviously.

-There's some random triangles at the start?:


-Having no drop shadow is annoying. Particularly bad when in a shadowed area, since there is no normal character shadow.

-When riding a fast platform up, she will phase into the platform for the duration. aka visual position lag from interpolation or something.

-You can walk through this door(?) despite looking solid:


-Messed around a bit more, doesn't seem like there's an objective. Slide move is ok I guess, besides a small speedboost and falling down slopes it doesn't seem that interesting. And in general, there is nothing unique about this 3D platformer so far, I've seen it done to death. Character at least looks good though.

Keep up the good work.

Submitted

the camera gets kind of funky when following you while moving on a fast moving platform, as if it were struggling to keep up.

i like the movement, i'll keep an eye on it

(+1)

Very cute and polished art/effects/music.  The movement feels good too.  A couple of notes:

Walking onto a jump pad gives you much better height than jumping on it.

Sliding down slopes has too much friction, even at a decent incline I would come to a halt mid-slide.

Jump-slide allowed me to cheese my way up slopes very easily, don't know if that was intentional or not.

Wall jump detection seemed kinda spotty.  I was able to wall jump when I needed to but I never got a "feeling" for how or when it was supposed to happen.  Generally if I rubbed my face against the wall during the peak of my double jump it happened.  It was less "I'll jump here and then wall jump off this wall and then..." but more "I need to get to that platform so I'll double jump against this wall and just assume my character will cling to it at some point".

It's very easy to cheese my way up the walls like the ones in the second screenshot by chaining jump-jump-walljump-slide.  I don't know how intentional this is.

General level design thoughts:  I'm assuming the demo level was just the test room but the floating platforms leading up to the top of the tower (first screenshot) was pretty Kaizo compared with the rest of the level.  It being a big optional difficulty challenge is fine, but if you mess up and fall down getting back to the platforms was really annoying.  The path back was too boring and time consuming compared with the actually interesting platforming challenge at the end.  It sunk my motivation for giving it another shot.

Again I really like the art and sound, and it felt good to jump around in!  I can't wait to play it again in a more fleshed out level!