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A jam submission

2D Platformer DemoView game page

Demo 2D Platformer Game
Submitted by Silence Norfleet — 11 days, 22 hours before the deadline
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2D Platformer Demo's itch.io page

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Journeyman

Devs finishing their first games

Bootcamp Discord username
SilenceNorfleet

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Comments

Submitted

This is cool! I'm liking the Character Controller on this one. It is responsive enough and it feels like it's my fault if I miss a jump although maybe you can control the height or just the flow of it, Hard to explain - something like fast slow then fast again when dropping down but other than that the initial foundation for a platformer feels solid.

You might also want to try and use a Cinemachine camera for a much smoother camera follow, It will help alot. I like the graphics are great! Keep it up!

Submitted

Hey :D First of all, great effort in finishing in the time you did. It's fun to play, and I especially like the bow mechanic. you've really executed that well. I'd be tempted to remove his two attacks at the start so you have to find the bow to be able to beat the orcs. Definitely needs more enemies, but I see this is a prototype for another project so I'm guessing that's just something you don't really need to implement/test in this version, but I think it'd make it more fun with archer orcs, or maybe wizard orcs would be better, firing firebolts and stuff ;)

Graphics are great, love the pixel art, and the music is spot on, and also love how you've implemented the sound FX. It's not easy coordinating all that with jumping, attacking etc etc

It's super cool how you've done the treasure chests - it's quite satisfying Mario-ing them into a reward :D 

My only real criticism is the jumps. They feel unnatural, he goes way too high too quickly (IMHO of course) and it does seem that it's the one thing you haven't spent as much time on - I totally get that, I made a platformer before in the last camp and my jumps need quite a bit of work to sort out - not sure if you had the same experience, but it is a real rabbit hole - in mine I had ledges, which were basically triggers, which then boosted the jump, and that took ages and I still haven't really got it down properly. So I'm not saying your jumps are bad, they're good, but they just make it way too easy to complete. I think it comes with the sparse level design. Like, if you were making this as a game, I think you'd need to pad out the levels, improve the platforms and work out more precise jumps and sort places where the player may land, and possible hazards around the spots where he'll end up.

I'm just thinking out loud, no expert or anything, and you've obviously done a great job with this, but if you were looking for areas to improve, those would be my suggestions ;)

But, yeah, amazing effort in the time - you produced a fun and readable 2D pixel art platformer in a very quick time, and it's really cool how you've been updating it cos you got the prototype done so quickly - I should take a few tips haha :D


Great work, man, look forward to seeing how it progresses!

Submitted

Really cool! I love the movement and how snappy everything is. The attacks feel really good, although the bow draw animation feels unnecessarily long in comparison.

I like the idea of a light and heavy attack, but there seems to be no reason or difference in the attacks? I think the second is slightly slower but that's it. I don't know if the plan is to make stronger enemies where you need the stronger attack or something, but that might also require a slower animation or a longer recovery time to make it feel more impactful as well as riskier.

There is a slight issue with sliding off of tiles. The collider seems to be slightly rounded or sloping on the corner which sometimes causes you to fall off a platform if you land on the very edge.

Other than that it's a lot of fun to just run around, wall jumping and shooting your bow :D

Developer

The attacks are going to be different strength and the bow is intentionally designed to have a long draw so that your character is vulnerable during this time. I don't want the bow to be overpowered and this is a way to restrict abusing it. the heavy attack will do more damage and I plan to have it interact with things that the regular attack cant (breaking something open for example).

The current collider on the player character is a capsule shape. another user commented on this and i am currently torn about making an adjustment to it. I could change the current collider or add a square bottom so it reduces/eliminates the slipping. i was originally considering having an animation that grabs the top edge of things and allows the player to pull themselves up (before they gain wall jumping skill). now i may just adjust it and skip the entire hanging idea. im not sure yet, but for the demo i will probably just adjust it to stop the slipping in a future update.

I'm very glad you enjoyed playing it and took the time to comment.
I hope you come back and play again when i get the next update published.

Submitted

Great job! I loved the mechanics, SFX, music, and pixel art.

The mechanics are spotless. I had a hard time getting the first yellow key, because I was miscalculating the jump, falling to the beginning.

I don't think I can add anything more than is already mentioned in previous comments.

Developer

Thank you for the comment.
I appreciate you taking time to play the prototype demo.
please check back periodically, I may continue to update it if people say they enjoy it and want more.

Nice job, I enjoyed this one! The platforming feels tight and the wall jump is especially well done (it was fun to get those extra chests near the end), art direction works exactly how it should and the music fits the light fantasy vibe brilliantly. All I really wanted was more levels. As a suggestion perhaps a ranged weapon like a bow would be cool for shooting some orcs, plus enemies that shoot things back at you? Either way it's a great basis for a fun, chilled platformer, you could take this further is any number of directions really if that's what your objective is. 

You mentioned controller support not working in Chrome, but I've just played this on Chrome v.133 with a Digitech x-box style usb controller and it worked 100% fine. 

Developer(+1)

I appreciate the feedback. Thank you for the clarification about the controller. Maybe mine didn't work because I'm using generic controllers. This demo build is just to generate the core mechanics game and the game it's being designed for doesn't have a  need for a ranged weapon but I might add one just for the heck of it. I do have some sprites available for archery but it's very low on my priority list at the moment. Out of curiosity, did you by chance try to use the dpad to control the character? That wasn't working for me and I'm wondering if it's related to the specific controller again or if it is a truly a code related issue. Thank you :)

(+1)

Hi, I've played again and can confirm that the d-pad does indeed work for me, feels just as responsive as the analog stick :) 

Developer (1 edit) (+1)

First, thank you for testing the d-pad. For your help with saving me some head scratching time, i added a player bow/arrow for you. you need to go pick up the skill for it first. I also made it so it becomes a melee weapon after arrows run out. have fun!

Oh wow that's awesome thanks! The bow is a lot of fun and it's cool that you added gravity to the arrows as well as dual use melee, I think it was a good choice to keep ammo limited as stops it being overpowered

Submitted

Nicely done!  

  • the core of this feels tight and responsive
  • swing attack feels like the right relative distance
  • art is very cohesive
  • wall jump feels good
  • Good audio (except jump, which sounds lower quality)
  • sword sound doesn't play on rapid follow up
  • left/right movement choppy relative to static objects (updating camera position in LateUpdate might fix this?)
  • walk animation slow relative to movement

I wanna try more of this!

Developer (2 edits) (+1)

Thank you for your feedback.  Please see my comments about each item you mentioned below:

  • Good audio (except jump, which sounds lower quality) 
    • This is not the sound that will be used in the actual game but thank you for pointing it out. it will be removed from our library
  • sword sound doesn't play on rapid follow up
    • Adjusted sound effect to end at the same time that the attack animation ends so it can be played again right away
  • left/right movement choppy relative to static objects (updating camera position in LateUpdate might fix this?)
    • Moved all the items to LateUpdate() and i believe it looks better now.
  • walk animation slow relative to movement
    • Previously adjusted the characters max speed but forgot to update the animation. It is updated now and because of this oops, I am planning to build a progressive animation script that adjust the play rate based on users input so it automatically plays the animation slower or faster based on the characters actual movement. 

Thanks again for all the feedback and helping me get this working out. I will try to get an update out today but I want to see if i can get the animation script figured out first. 

Submitted

For sure!  I just tried your game again and it looks the same, did you publish the updates?

Developer (1 edit) (+1)

I just pushed through an update. unfortunately, i was not able to get the adjustable movement working properly today, so i just increase the animation speed to match better for the moment. I did add a bow/arrow that another user asked for. it becomes a melee weapon after you run out of arrows, so give it a try and enjoy!

Submitted

I also enjoyed the game it was very fun to play. For me at the time when I played all movement parameters were good I didn't have any problems with them ( but I do not know if you made any adjustments since vecima's comment). I would just want more levels  :D , game ended very quickly but the mechanics are solid and fun and have a good "feel" in my opinion. I tried to jump on the orcs heads and I think the player can get stuck/stunned/shaken this way.

Developer(+1)

You probably played it after the controls were updated. I changed the knockback and uploaded another version that stops the orcs from chasing you (which is why they stayed under you) and pushes you a bit farther away so the knockback causes the player to move faster than the orcs do. you might take 2 hits worth of damage now but that should be it unless you are stuck against a wall or similar.  Thank you for your feedback. it is appreciated

Submitted(+1)

This is a good start, I only have two notes. The speed, acceleration, and deceleration could be tightened up, as I was finding it a little bit difficult to land jumps on single-block platforms. In the second area it start with a goblin stabbing me in the back. Any scene/area transition should leave you in a safe spot in case you blink or look away. Otherwise it was fun!

Developer

Thank you for the feedback. I will try to adjust the controls a bit to make it faster reaction. the 2nd stage should start with the player being on the left side of the treasure chest.  if you have a moment, could you please try to run it again and let me know if you still experience the same location start on the 2nd stage. I will look into making the controls adjustments and let you know if i upload any updates. again, thanks for the feedback.

Developer

after digging into this a bit more. there seems to be a bug in unity with 2D builds and calling the SceneManager.SceneLoad() function. it looks like its been an issue since around 2018. people are suggesting to design the game with spawn points instead of setting the players location and hoping that it loads accurately. will make some kind of adjustment to compensate for this during a future update. thank you for pointing it out to us.