MV by Incredible Ape
An acrobatic platformer where you jump between alternate realities.
Originally you would use the dimensional shift to "telefrag" enemies, but we didn't have time. Watch out for spikes!
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Controls:
WSAD/Arrows: Move/Jump/Wall Jump
0: Mute
+/-: Volume
Originally you would use the dimensional shift to "telefrag" enemies, but we didn't have time. Watch out for spikes!
______
Controls:
WSAD/Arrows: Move/Jump/Wall Jump
0: Mute
+/-: Volume
| Source | https://github.com/schonstal/Ludum-Dare-32 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=12165 |
Ratings
| Coolness | 62% | 3 |
| Overall(Jam) | 3.95 | 57 |
| Audio(Jam) | 2.97 | 420 |
| Fun(Jam) | 3.95 | 34 |
| Graphics(Jam) | 4.15 | 124 |
| Humor(Jam) | 2.04 | 875 |
| Innovation(Jam) | 3.39 | 315 |
| Mood(Jam) | 3.39 | 288 |
| Theme(Jam) | 1.82 | 1047 |
You might want to redesign the first few screens to teach the mechanic a bit better. Show people that jumping causes unexpected spikes to appear by making them appear in a non-threatening area the first time.
Smart, addicting, challenging and plays very well.
Jam: Does't fit this theme at all though.
Sound: Slapping on some music would'a been cool?
At LD30 (Connected Worlds) you could have won with this :D
I wish i could play more levels =D
I think the game doesn't fit this theme though.
All I wonder is how this connects with the theme? Seems more like "Connected Worlds" (LD30) to me. Still an amazing job!
@rnlf: There are some tricks to getting good feeling controls. First of all you want to have some amount of early and late input forgiveness. So basically a small window of time where the player can press jump before touching the ground, or press jump after running of a ledge and they will still jump. Also, if you have wall-jumping, delaying the player's ability to become un-stuck from the wall they're on will make it feel much better. Tommy Refenes talks about that very thing in this video: https://vimeo.com/34928357 (at 2:30) about Super Meat Boy. We basically just ripped off those controls because they feel good.
There's also a lot of influence from Kyle Pulver's work. He did a good mini-series on how to make controls feel good. Here's a piece on what Ian mentioned above: http://kpulv.com/106/Jump_Input_Buffering/
I'd really like to see some better resources for creating nice feeling controls! There's a lot of things I consider "best practices" that are oft-unspoken. Maybe it's up to us to step up to the plate...
I also created a platformer/Metroidvania, really glad to stumble on yours as it's refreshing to see a new concept like this.
O_o
As an honest critique tho, I felt that the controls could be a little friendlier, had a little trouble with the input on the walljumps, besides that, I really enjoyed the fast pace muscular memory exercise. Neat!