Niice! Really good time! Glad you enjoyed it. :)
Armanlex
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Sorry for the late reply. Here's the clip!
It took me several hours to get it this low and my friend that you can hear on the video discovered the strat at the end where it's possible to shoot the left most slime from far away. It's often those types of strats that allow such abnormally low times. I'm glad you enjoyed the speedrunning aspect too. :)
I really liked the overall visuals, simple but effective. The music was great too! The concept has a lot of potential but the final result didn't do it justice unfortunately. The level design was rough around the edges but it's understandable for a 3 day jam. Good level design is very very time consuming, so for a jam it was a pretty good job considering how many levels there were. For first time jammers it was a pretty good entry. Keep it up!
Another weird thing I noticed is that as I'm jumping on the spring sometimes I get my double jump back, also pressing jump as I land can either almost stop the push from the spring or get a super boost that shoots me to the roof! That's a speerun tech that would definitely save time!
Well!!!! That didn't take long at all!! AHAHAHA THE KING RULES AGAIN!!! https://i.imgur.com/4vu7Ph6.png
Alrighty, got the first place. CoolCat Here's the video:
1. Coyote jumping is amazing, and it also fixes the issue where you accidentally use your double jump the frame after leaving a platform. At the right most section with the spinning blade and spring several times I tried jumping onto the spring but ended up wasting my double jump because the steps are small so while running down them; the window of time in which I'm actually standing on the ground is quite small. Also adding it to walljumps too would be really cool but not nessesary.
2. The jump height variance for walljumps doesn't feel amazing.. though not bad either, I'm kinda iffy about that. It threw me into a loop at the start but I figured it out.
3. Another small thing is the size of the spikes, make the hitbox a tiny bit smaller so when I get hit I KNOW it was my fault. I had few cases where I barely touched a spike and died.
4. Why not also wasd for movement? :(
5. At 0:46 of my speedrun I get a wall jump that probably shouldn't have happened. Maybe have a check to see if you're very close to the ground? I can't think of a scenario where the player would want to wall jump while being very close to the ground.
Overall it was a pretty good platformer, simple and straight forward.The dungeon looked great, the player character ok. Putting aside the bug with walljumping the feeling of the movement was overall great. It was a very enjoyable game to speedrun. You did a great job mate.
Ok, I'm the king of the leaderboards. CoolCat I'll get the number one soon but I HAVE to comment this. There's a big problem with the wall jumping. What I suspect is happening is that you turn the player around and THEN check the inputs, so if I press right the same frame I walljump my character turns around once from the wall jump and then again from my input so I end up getting pushed into the wall. This is extremely frustrating when trying to speedrun, I'm trying to change my timing and I will figure it out eventually but there's such a big lenience to this issue that I'm actually able to scale walls pretty consistently. One way to fix this would be to disable player controls for 3-5 frames post walljump. Disabling the controlls also makes it much easier to keep most of the sideways momentum without needing to turn around quickly as to not cancel the walljump's x velocity, this is what I'm trying to do that make's me face the first problem. Do I press into the wall a little longer and lose sideways velocity or quickly turn around but risk doing it too early and losing the x velocity all together? Now back to speedrunning.
Ok, you're clearly doing this already I just noticed. XD So maybe you're not disabling them at the frame the wall jumped is registered but the frame afterwards? hmmm
Game's cool, but.. damn.. the difficulty curve is literally exponential! And the timer makes it really stressful. Time attacks for puzzle games are mostly for those who are really good at the puzzle already, so for beginners it can feel stressful to solve a difficult puzzle under time pressure. Ideally there should have been two modes. On casual and timer attack. :)