game is free, so whatever you feel like paying :P
If you dont want to pay any price and get the game for free that is totally okey!
sorry i dont use mac so im unsure of the fix, it seems like an issue with the computers permissions, but have you tried this? https://support.apple.com/en-gb/guide/mac-help/mchlp1038/mac
Wow Pep-Pel is 0.15 years old! to celebrate we are having a weekly 70% discount on the game!
If you haven't checked out Pep-Pel already, it is a Colorful 2D Momentum Based Platformer with a Unique Stylized Hand Drawn artstyle.
Pep-Pel has a focus on unique level mechanics in its 8 large scale level environments to keep gameplay engaging and exciting throughout the game. These include; candy projectiles, rope physics, lazers, chase mechanics, wind physics, water, and portals to name a few.
Pep-Pel is a momentum based platformer, where the player runs through large scale levels. The game is made to encourage the player to replay each level to improve how fast they can finish a level, along with having collectables in each level.
https://slugglove.itch.io/pep-pel
Momentum Based Platformer: Pep-Pel is a momentum based platformer, where the player runs through large scale levels. Levels are designs to incentives fast paced movement and reward players with unique collectables if they finish levels quickly. Along with this Pep-Pel has a unique coding system in place that allows the player to run up any curved surface or climb on anything, allowing for players to find the best way the movement feels for them.
High Replayability Value: The game is made to encourage the player to replay each level to improve how fast they can finish a level, along with having collectables in each level. levels can be quickly restarted for players to compete for the best times, and collectables are hidden in tricky or difficult spots in levels to give players a challenge to find them all.
Unique Level Mechanics: Each of the games main levels have there own unique mechanic, including; candy projectiles, rope, lazers, chase mechanics, wind, water, and space physics. These fit with the theme of each level (for example the Dessert Desert level has candy themed mechanics) to give each level its own unique playstyle while still fitting with the core design and movement of the game.
Robust Customization Options: Unlock many different costumes as you progress through the game. Costumes can be unlocked by beating levels or by collecting collectables. Each level has roughly 20 gems hidden and 3 medals that can be earned by fast completion times
Movement Mechanics: Pep-Pel has a large variety of different movement mechanic. All of which can help the player move fluidly through levels. The movement mechanics are modelled after 3D platformers with a wide range of options to let the player complete stages in there own way. These include; sliding, backflips, unique inflation mechanic, dashing, throwing exploding potions, bounce recoils, to name a few.
Happy to hear you enjoy the build :)
great tip for the ledge controls! i think having an input of direction pull you up would work well
the reason for the aim being off is that bullets drop, so often that has to be taken into account on the aiming, the only option for this is moving and lowering the aim retical for each gun depending on there range and drop off, which may come in a future update :) depending on where i go with combat and weaponry
Version History
0.01B :
0.01A :
thanks for the feedback! :)
some camera clipping is bugged and will definitely be fixed!
i will be added a more dedicated momentum and speed transfer system to make the player move at a faster rate overall
the bike is made to be easy to tip over :P (i thought this was funny but i may change it to be more stable)
the ledge checks and wall jumps are bugged, i will be overhauling and making a more dedicated and hopefully fun system for these next week :)
weapon pickups are done by looking at a weapon and pressing the input button, this was not clearly explained and also not generous enough, so i will add a UI display for this as well as making it easier to perform
jump height will be increased slightly :P
thanks again! the feedback helps alot
Thanks for feedback! :)
the interact checks are based on camera view, however i will be making these more generous and also adding a ui prompt so you know when you can interact with an object
ledge grabs and wall jumps are i agree too tricky to perform! so i will be updating these
movement will be having a more dedicated momentum system, while the base run speed will stay the same there will be more ways to build speed past this amount and keep the player moving faster :)
the swinging itself is based on your angle or rotation for when you stop swinging, it is more of a fast quick style of movement and in gameplay i do not see many level designs requiring it (other than a fun addition to a level) however if used more i will definitely add a way to turn or alter your spin!
ha! the truck is unfinished, i just included it like that as a joke :P
thanks for the feedback! the movement will have some tweaks to handle momentum better in the future
the slide right now is mostly just a fun movement option, but i have plans to add a slide to jump feature (also you can slide and fire weapons :? )
the wall jumps i agree are very janky, especially with the aniamtions, i will be fixing that in the next update
same with the ledge grabs! these will have a more dedicated movement system to work with and will hopefully be more fluid to control
right now alot of weapons stats are in the debug stages, but i will definitely make them fire closer to player inputs!
Thanks again! detailed feedback is always useful to get! :)
thanks for the feedback! i agree with the ledge climbing being a little hard to get right so i will be changing how it is performed in future updates :)
as for the vehicle controls, i have them setup as look to steer controls in the same way the player does, but i will most likely add an option to toggle different control schemes.
and there is no lock on system? so i am unsure what you are meaning there :? if you are talking about the aim reticle positioning on enemies when you are close, that is just the game calculating any collision or objects blocking the regular aiming
The first demo for my game is released here
https://slugglove.itch.io/proto-beat-development-build
the game itself is an open world sandbox, where you can test the driving mechanics, weapons and player movement