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Panic OK!!

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A member registered Aug 07, 2019 · View creator page →

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So basically this is supposed to be a boss room that is going to appear every interval of a few levels. These intervals could be every 10 levels or every 5 levels. I havent completely decided how the fight design is going to be or if its going to be on the final game at all but its something I was working on and thought it would be cool to show it. I should have included a simple boss room at room 5 to introduce these new elements to player to hint whats coming.

The objective was to make the player recourse to their skills of adaptation and improvisation and induce panic as the bomb and boss appear at random predetermined locations while they cannot sit still at any ground in the level so they have to keep moving until the boss is defeated.

How to beat? The boss has 5 HP and you deal -1HP every time you carry a bomb to its face. If you die, the boss HP defaults back to 5 HP and you have to restart the whole chain again until you take him down to 0 HP. If you beat him the whole floor changes and the door unlocks. I think maybe I should add a board displaying 5/5 HP so they get a hint on what to do.

Chest size.

Its the same demo build as before. I didn't change anything.
Thank you for playing.

I will look into it.
Thank you for the feedback.

I do not have any planned release date because I am still going through the process of creating assets and experimenting with some features.
Thanks for playing.

Sorry for the inconvenience but you don't have to install anything to play it or even extract from zip folder. The ReadMe .txt says that.
At the moment the game is built on an old engine because i find it easier to arrange room levels there but I intend to transfer the game to an updated version of the engine. This is why you get prompted to install DirectPlay which is an old Windows component.
You can uninstall DirectPlay from 'Legacy Components'.

Thank you for playing.

The controls are the same, I've just been updating all character sprites so maybe the character feels a bit different.
Thank you very much for the art and taking you time to play the demo. Good results.

I'll take into consideration the wall sliding mechanic and perhaps disable disconnecting from a wall while the player is is in that state and not touching the ground. Might become a feature if this doesn't cause any conflicts with level design.
Thank you very much for the feedback and providing a playtest video. I have taken notice on  glitch when you break through +999 deaths.

Thank you playing the game.

It's not  a feature I'm sure I'll maintain yet but each floor now has a chance of randomizing a mirrored version of the level room to give some variety in case the player wants to replay the game.
I'm still considering making many variations of the same level layouts for each floor so that the playthrough offers a different experience.
Thank you for testing the game.

Mood expression change takes effect at every 250 death. So [0-250], ]][250-500], [500-750], [750-infinite.
Thank you for your feedback and suggestion.

That is pretty nice.

Costumes unlock is a mistake I made for the demo. Deleting save file should fix it.

I understand the diminishing returns I will have from the characters suggestive NSFW direction. It actually started off as a joke that carried on but I have gone back and forth with NSFW and SFW but I don't think I'll change it again.

Thank you for the illustration.

No plans to create different transition screens for each costume because I dont know how many I will have although I did sketch a couple based on costumes for fun. So far there are around 40 screens but some need to be rescaled or redone.

There are 4 expressions [<250 deaths], [251-500], [501-750], [>751] and they are tied to the current number of deaths of each playthrough. So if you are playing Easy mode and enter the elevator to load the game to carry on with the playthrough it should change her expression accordingly. Likewise if you start Hard mode or enter Easy mode it will reset death count to 0 as will her expression back to default.

I unlocked the costumes to get feedback but didn't realize it would lock them once you beat the game. That is unintended. Deleting the save file should unlock it again.
I have been adding mood expressions based on the number of deaths (every +250 deaths, she becomes less and less enthusiastic) and redesigning all sprites and but they aren't fully complete yet, that's why some states such as idle animations aren't updated yet.
If you're referring to the cheat code, yes it is implemented but it will only affect the level transition scenes. I forgot to update it for the score screen. Cheat code explanation on game page under Log section.

On the full game, there are different spalsh art at the score screen based on the number of deaths, but it's not a feature on this demo. The levels are not really sorted by difficulty.

Im glad you enjoyed the demo and nice score. 

Thank you for the fanart. Its really good!

All of them.

Yes, I need to make the game more engaging and rewarding to hook the player in instead of just furstration from the difficulty. 

Thank you for the feedback

Understood. Jump buffer, or coyote time, has been requested before. It was integrated in the past but then later removed because it was offsetting the jump distance reach. At the moment I do not intend to include it.

Thank you very much for the feedback and video. Was fun to watch.

Color balancing is something I that struggle and get reminded a lot, theres still much to do before i make a final decision on that regard because the game has 150 levels so far and I am thinking of creating different themes without straying away from the basic color palette.

Thank you for the feedback.

Thank you for buying the game. You clear that gap with a normal jump. Its a long gap so you have to jump at the edge of the block. The jump dust effect should give the player an indication where they jumped from.

Hello. I'm glad you liked the game.
I do not have any social networking service for game development besides the ones provided, twitter and itch.
Thank you, I look forward to releasing more games or art in the future.

Thank you for detailed information.
It would be nice if I could make the jumps more accessible but it might create a whole new array of difficulties such as allowing the player to jump way farther than they should consequently messing up with the distances for each jump. The hazzards and level design are structured to fit the players jump distance with precision.
Its not something I'll promiss to integrate but I'll consider it in the future and implement it if it does not mess up with the measurements for each jump type.

I don't mind harsh feedback. Its always a constructive

When falling and jumping the player adopts the same collision mask as ducking. This was a fix to a problem where the player was getting stuck on ceilings and walls if doing power jumps because to perform a power jump the player would go from duck collision mask to standing collision mask thus jutting its collision mask inside walls. In that case you are correct, the collision mask of falling state does not envelop the head. Only from the neck down.
Also, the spikes have a smaller collision mask. If the spikes had a precise collision mask the game would be literally unbeatable.


Thank you. I'll try my best!

I'll consider it.

(1 edit)

- "can't tell if this is a coom game or not, your other game seems like you were programming it left-handed"
It has a suggestive theme but contains no nudity whatsoever. I have considered changing the character design to something less coombait.


- "you claim to have no handicaps yet the player's head is invulnerable, and seems required to beat room 3. i wasn't expecting it"
I'm not following it through???
If you mean that Walljump without holding direction key has different collision mask from Walljumping when holding a direction then you are wrong, both sprites share the same collision mask. The difference is that Walljumping without holding a direction clears longer distance whereas holding the direction against the wall was supposed to be a last minute wall jump cancel.
When standing the player is 2 blocks tall. If ducking 1 block tall. Only the bunny ears do not have collision.
Spikes however have smaller collision masks to make the game slightly less pixel perfect.

- "took me almost 100 tries to get past room 3 because I forgot you couldn't hold a direction to wall-jump"
That is something that I never saw as a problem but since everyone is getting confused about it, I plan on changing how it works in the future.


- "moving platform positions should reset when a room restarts, it makes runs feel bad if you have to stand and do nothing while waiting for a platform"
I never liked the idea of resetting obstacles on death but I'll consider it since I've already applied those changes to tother obstacles


- "odd that it polls for inputs when the window isn't focused, i can hear the character jumping around and dying as I type this"
Some inputs (WASD and arrow keys) are coded as direct inputs to allow the player holding keys between rooms without having to having to pressing them again everytime they enter a room. This is the reason why despite being tabbed out the inputs still get registered in the game.
The game starts out of focus, i do not know how to fix this.


- "if you start a super jump against a wall, you can only walljump at the peak of the jump"
The possibility to wall jump only starts taking effect once the player enters falling state. You will see the character slide on the wall when you can walljump.
This is intended to prevent early erratic and unwanted walljumps if the player decides to spam jump near a wall or snapping the player to the wall and force them to slide down early before reaching a jumps max height.
The same applies to normal jump.


Thank you for playing and prodiving feedback.

To do a succesfull [walljump] you should not be holding any movement direction key when [wallsliding].

It seems to be an issue I need to address soon.Thank you for feedback and playing the demo.

Her jump height does not change based on height.  Early in development I thought about integrating  it, and even a double jump power up, but it felt it would make the game extremely unbalanced. 
Nevertheless, the jump distance does change since she gains speed depending on her weight.
Thank you for your input.

Thank you for playing the game!
The difficult is intended to be an arcade type hard game. But it was my first project created on spare time with few skills and resources I have so I apologize for the unbalanced randomization and unfinnished feel. It was ectremely overwhelming but I will try harder on further projects.

Ranks vary depending on your on distance cleared and weight at which you ended your run. Distance cleared parameter will award an animal name, weight parameter will define the prefix for your animal.
Example you end at 90Kgs with distance between 200 to 300 meters cleared, you will get "Overweight Pig". If you end at 70Kg with distance between 200 to 300 meters cleared, you will get "Thick Pig".
Likewise, if you end at 90Kgs with distance between 200 to 300 meters cleared, you will get "Overweight Pig" whereas if ended at 90Ks but with distance between 500 to 600 meters you will be awarded with "Overweight Panda".
The spalsh art earned at the end of a run solely depends on the weight at which the player ends a run.  There are a total of 6 Spalsh art, each relative to its weight rank.

At the moment there are no plans to update the game anytime soon since I am working on another project on spare time.

As for the pink poop, it is generated based on the bad food you eat. Depending on the type of bad food you eat, you will gain a certain value that slowly decreases overtime but will stack up if you keep consuming bad food which eventually maxes out the threshold and forces the character to defecate creating an obstable that loops around the level until stepped on.
I thought about including a meter that could tell the player how much it's incrementing but decided to not include it because it was cluttering the HUD with too much information and could lead to confustion at to why that meter would be there.

Thank you for testing and feedback. Its always helpful.

Thank you for playing.

Thank you for testing.

Thank you for your input.

If you have credits you may use [Middle Mouse button] or [Enter] to try your luck at the vending machine.

Thank you very much for taking your time in giving your feedback.

Thank you for your input.

It's a false positive.

I decided to release the full version of the game on steam instead so I disabled the download. I might release a demo in the future.
Sorry for inconvenience.



Panic Diet!! has been released.
It is an infinite runner with character and difficulty progression.
Your objective to lose weight and run as far as you can. By the end of your run you will be awarded a rank based on your performance
Beware that it is not an easy task as plenty of obstacles get in the way between you and your goal. Good Luck!!



The game features

-Challenging 2D Infinite Runner 

-Carefully crafted Pixel graphics and animation 

-Different types of obstacles and enemies

-Character progression

-Ranks based on your efficiency

-Difficulty Progression



If you do my buy game, please do not hesitate in providing criticism, whether it be good or bad. I always look forward to see what people think of my creations.



Thank you for reading!!
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https://panic-ok.itch.io/
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