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Purple Planet Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2 | 4.400 | 4.400 |
Community Spirit | #4 | 3.800 | 3.800 |
Originality | #5 | 3.600 | 3.600 |
Use Of Theme | #5 | 3.800 | 3.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team or Solo?
Solo
Credit:
"Voxel Revolution" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/
m5x7 font by Daniel Linssen
https://managore.itch.io/m5x7
How/where did you put the theme in your game ? (in short)
Your character is the foreign entity in the setting of the game. A human stranded in an alien planet.
Did you (you or your team) do the graphisms yourself?
Yes
Did you (you or your team) do the musics and sounds yourself?
Music is "Voxel Revolution" by Kevin MacLeod. The other sounds were made using Bfxr.
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Comments
The bad:
Those coconuts don't really add anything to the gameplay, and there are some hard-hitting jumps.
The good:
EVERYTHING OTHER THAN THE ABOVE.
1: beautiful 11/10 graphics.
2: Super original the concept of gravity, I don't know if it already existed but I don't care 10/10.
3: I also love that the foreign entity is you instead of someone x.
I definitely recommend it
:D
Love the game. Really simple mechanics implemented in interesting ways to make a challenging and addictive experience that frustrates but makes you want to play more.
I'd actually be interested to see your movement code as your movement felt a lot cleaner that the movement in my game
One thing that wasn't super clear to me until I worked it out for myself were the coloured gravity zones. I know you made reference to this at the start of level two but some additional clarity would probably go a long way.
Other than that. Great game would love to play more :)
Thanks for your suggestion. Regarding the movement in my game, I used a function in Godot which is lerp which somewhat mimics acceleration. Instead of immediately getting the max speed of the player when pressing a movement button, it interpolates the value from 0 to the max speed. Same goes from max speed to 0 if the button is released. Regarding the jump, I just fed the player a constant jump velocity but when the jump key is released, I used lerp again to make the vertical velocity of the player to 0. Lastly, I implemented a coyote jump for 0.1 sec.
Here's my code but note that it is written in gdscript and it doesn't have comments.
Edit: I just checked, I actually did not use the lerp function in this code. It was on another game I made, sorry. So I basically fed a fixed movement speed in this game and made the vertical velocity of the player equal to zero on jump release.
Nice first game, I really like the pixel art, good ambiance. Is it finished yet?
Thanks! Yeah, it's finished.