I knew this was going to get top-10 in the 1-Bit jam, awesome job!
TPofahl
Creator of
Recent community posts
Thanks! So passing through stuff was intentional, I put in the How To Play section that only the hat is affected by bullets. I did not want to do this, but I was running out of time so this is what I came up with. Sorry for the confusion! I think once I start working on this again, I will look into making the player affected by bullets, and add new game mechanics to accommodate for it.
I got 3rd place on the leaderboard! I found one big exploit, you can just stand on the rocket launcher spawn and repeatedly press e / left click to fire infinite rockets. At about 220 points, there were soooo many enemies that my game went down to 2fps. They were practically launching from their spawn there were so many, it was a good laugh. Great submission!
That sadly is the aftermath of doing a game jam for the first time, with a new tech stack in 1 week lol. That is the hardest part of the game, finding the balance between obstacles and bullets (with the current way I programmed it). This is something that will be reworked in the future, I agree it is the biggest downfall in my mind to the enjoyment of the game. Thank you for the feedback! I watched a friend play this on Twitch, so I was able to see first-hand from another's perspective how frustrating this can be. Making the speed of the bullet sync up with ground speed may be the solution I will implement (with some tweaks) but we will see! I'm pretty burnt out after grinding this game for a week straight, but I will get back to working on it soon.
Yup! this is indeed RigidBody2D physics (Using Unity for the 1st time, so bear with me on this explanation lol)! I use raycasts for detecting the ground with the player. I tried a box collider at first, but there was an issue where the player would not be able to detect the ground at times, and it prevented jumping. I ended up using 3 raycasts -- one in the center of the character pointing down, and 1 on each end of the character pointing down (not fully at the end of the player). this allowed me to detect the ground, and get the "coyote jump" effect to make sure my player control was smooth. Granted the only player control was space bar.. But still raycasts with rigid body works really well for me.
The crown is also a rigid body with no raycasts, it just sits on top of the character. I need to look at my code, but essentially I made the mass of the crown 1000x less than the player mass (or something like that), that way the crown would not limit the player's full jump height (well it does, but it's very very unnoticeable).
Thanks for asking!
Dang this game has a lot of polish, great music and art! I would have easily confused this game for a full-released sega genesis/retro console game if it wasn't in the game jam submissions. This would be a sweet game for me to put on my raspberry pi arcade. Awesome work, I hope this game keeps getting updates beyond the jam
Man what a cool visual idea, it's like an old-school tube screen TV! This is a good base project that can be added onto and put on the steam store. One note, the first monster that contacts me every time freezes the game for like 5-7 seconds (I am using Firefox, it could be that). Beyond that, the game runs really well and smooth. Awesome job!
This is a cool idea! on the second level I died to an enemy, and I sat there dead -- the game would not reset. Fun idea! I think you should continue making this. On another note, I think explaining the controls in the game description would be a good idea. I thought this was only touch controls, because it's arrow keys and not WASD