Thanks! Would love to make a proper prototype with some more levels 😊
Rickard Paulsson
Creator of
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Thanks for the feedback! I think with shorter time per run and/or tighter space in parts of the level the idea would have been more clear. The point of the clones is that they take up more space in the level and push you away if you get too close. This increases the difficulty each run. But yeah, the timer is maybe too long and allows you to just wait for the clones to go away.
So glad you liked the game! 😊 About the lag, it can happen if the fps goes below 60 (the game isn't demanding so it could have to do with the monitor and vsync- some monitors show 59 fps for example). I've never programmed "ghosts" before and the quickest way I could think of was to save the player's coordinates on every frame. But if there is a slight fps-drop, then some positions won't be saved for the ghosts which will cause the "lag". There are better ways to do this, so I will fix it after the voting is over!
Listen to phonemes and practice spelling. Overcome thorny vines, hangry monsters and dark clouds - featuring unique animations for every word you spell.
The game is free to download for Windows and Mac here: https://ricpau.itch.io/the-lettervan
I think I know which info-bot you mean. The one behind all the spikes? The trick is to use the shield!
Those gun names are so cool! And they even make sense! I will call them that from now on 🙂
I don't know much about screen recording, but Bandicam has been working well for me so far. I'm curious to know what fun stuff you guys are doing in the game 😄
Thank you so much :) This is great stuff!
I've come quite far with production of the game now, and I will probably not make any changes that affect the gameplay in a significant way. If I did, I would have to go back and redesign levels that I'm already done with. It's still great to hear these suggestions, and perhaps there are some small tweaks I could do to make the player movement a bit more responsive.
I'd like to explain why some of your suggestions are quite hard to get in the game.
The dash - I've seen players "double tap" A and D when trying to move into position on small platforms, so I'm afraid that they could activate a dash by mistake with these controls. Also, if I had decided to put a dash in the game, I would have wanted the possibility to aim it in different directions.
Resolution and interpolation - I've found a sweet spot when it comes to how much of the game world is visible to the player. The camera is zoomed in enough to show off the art, but still far away enough to give the player a good view of their surroundings. I've achieved this by using an unusual resolution, and the interpolation is needed to make the proportions of the pixels correct, and edges straight. I don't mind the interpolation at all, but I know that pixel artists might have something to say about that :)
Thanks again for the feedback, and I'm glad you enjoyed the demo!