Thanks!
And unfortunately no, there is a very weird optimization issue with the engine that causes the frames to just... die for some reason when floating, this is no longer an issue in the build we're currently making for the full game though!
It certainly is an interesting idea, and as a person who has played multiple rage games before, this certainly got me quite enraged HAHAHAHAH
Unfortunately there is no sound effects nor music which really could've helped, and also binding the jump to instead be something like O/P with AWSD or binding the controls to be ARROW KEYS + Z/X would've really helped, especially since it's supposed to be a gameboy game.
All in all, not a bad submission, keep working on it and I feel that you can have a banger!
Also the intro text is super long and not that great for the eyes, so making it skippable may make it better
Holy damn! That was an amazing submission, I do have to agree with Rafaiska about how the glide ability seems to not give enough leeway for the wall jump to execute properly, but that seems to be an easy fix.
The graphics are really good, and very well done on the mirror transition, ya'll made it transition very nicely with using only 2 colours so the 4 colour palette rule is never broken, very well done on that!
It certainly is an interesting concept and can see where there could potentially be many different improvements (collision, lighting that also illuminates the background and so on, I also managed to get softlocked unfortunately), but for it being your first game it's pretty good! Don't give up, my first game also had its fair share of bugs and fixes and whatnot, but eventually you'll get there! Be proud of what you made!
Honestly the main issue would be on our part due to lack of time, the first part that the player is supposed to go to is the left side where you unlock the dash, having access to a coin-like collectible in order to guide the player would certainly help out with it, but we just simply didn't have the time to implement it. Once you get the dash, you can go through the 2nd section where you had trouble with easily.
The key is also used only to progress after the area on the top right as well before the boss battle, so I find it funny how one can literally just... completely skip the dash and head straight into the boss fight.
Thanks for playing though!
Just finished playing through it, honestly I love the project as a concept, there were a few issues with the camera not panning down enough, but honestly that just added to the gameboy soul (the limited screen size and etc).
Also the use of your head as a weapon AND as HP is a really good idea, if this were released back during the gameboy era, this could potentially be a "souls-like" game of that era simply due to how strategic you have to be in regards to enemies as well as making sure you don't die.
All in all, really good submission, almost lost my head ;)
For some odd reason, the movement was rather finicky, like when i tried to move, the player would only move by about 2cm then stop for a sec then move again another 2 sec, and when i tried dashing, it would dash towards where the cursor is, aside from that, really well done! Also adding an audio component would help as it did get rather loud after a while. Good job mate!
https://jordiexe.itch.io/the-last-cave
The Last Cave
A short demo for a 2D platformer I plan on making, this is also the very first game I've ever made.
Suitable for all ages.
Game Title/URL: The Last Cave
Pitch/Information: You find yourself awake in a small cave, with only a bed made of twigs and leaves, a kettle for water, and a campfire for warmth. You must survive, even if there are no predators around.
I'd like feedback on: Anything would be helpful!
Thanks! The ending was essentially finding your inner demon, and the controls are a bit finnicky when not using arrow keys, I do plan on adjusting that, or even making it so that players can bind their own keys to it. There's still more that I need to refine when it comes to the movement mechanics but that'll be for the future. Thanks for the input though!