I’ve been expanding on the engine and sprites that I had for the game jam a bit, working out how the game feels before I move too far with the art this time, but I am hoping to get base placeholder sprites in to help determine where hitboxes should be eventually. Instructions for the game are in the description when you click on the link, game is played in-browser.
UPDATE:
New version! Too big to be hosted on FA, so here’s the link to the download.
Just animations added for this one, still working out a dash mechanic.
Controls:
left and right for movement
z to jump
down for ground pound (at higher weights)
down + left/right for directed ground pound
shift/shift + enter to change weight (will be removed in full version)
Ooooh I approve. Aside from the obvious bugs, this is very well constructed, and the presentation of everything, including the ground slam, is superb. I honestly got a kick out of just bouncing around, it’s that satisfying!
Yeah, technically most of these came first and then were adapted for cookie disposal. Right now I don’t have any additional sizes planned, since I want to put a cap on the scope and get some actual levels made.
Unfortunately, Test 3 seems unable to run on my computer. Or maybe I’m just opening it with the wrong tool. Either way, played Test 2 and it seems like a solid foundation for a game.
Just played Test 3, and the extra sizes are nice, crazy and ROUND. I think the later stages should be able to produce shockwaves upon ground-slamming, since mobility clearly isn’t the aim.
Is good framework, the one thing I think it really needs though, is some recovery frames for when you ground slam, the animation snap back to standing from, ostensibly, slamming your ass onto the ground is jarring, especially considering the fluidity of the other animations.
A lot of technical stuff has been added, not so much in actual content though, we’re still in the testing world. There will be an enemy that will hit you immediately due to bad spawning placement on my part, but it takes a while to come back around. I haven’t implemented any sort of respawn system yet, so if you die you’ll just have to restart the game.
New features:
Saving
Health
Dialogue boxes
One enemy to test health
Level transitions technically, but I haven’t put any into this testing world since they’re ugly
The health system doesn’t interact with being able to change weight on command very well, but I’m not going to fix that since that’s not going to be a feature in the final game. Just know that you’ll have to save, quit, and open up the game again to get your max health to update.
Time for another update, this one is more of a graphical update than anything else, but the old testing level is gone and has been replaced with a different level that has screen transitions. None of the appearances are quite final yet, but everything is significantly less WIP-ish now.