P.Rick Airious by asobi tech
P.Rick Airious has been described as Pitfall meets Super Meat Boy.
Pixel perfect platforming action all on a single screen.
It eases you in gently, then BITES OFF YOUR HEAD AND SPITS DOWN YOUR NECK!!!
Jump over the spikes, avoid the fireballs, collect the spinning cogs.
There's 40 levels of progressively dextrous manoeuvres to be had.
Can you complete all of them?
Can you do it without losing any lives at all?
What will be your quickest time at this epic elite execution?
Controls:
Cursor Keys or WASD, Left/Right/Crouch
Space or Z to Jump.
***HINTS***
Using the crouch straight after a jump to kill your momentum and sliding.
At full speed P.Rick runs at 12 pixels per frame, nudge him forward 1 frame/pixel first, before running up to some spikes to jump, this will get you 1 pixel closer, which sometimes will make all the difference.
***CREDITS***
Game design and code by Quang Nguyen.
Created with GLBasic.
Art and animation by Viet Nguyen
All with an iPad. Backgrounds in Sketch Club app. Sprites and animation in Sprite Something.
Music and sound effect by Robin Williams
Logic, Soundforge, Studio!
(Roland Analogue Synth and Novation Nova mostly)
-
Any issues please contact me @asobitech :D
http://asobitech.com
***Bugfixes***
Win32: Fixed sometimes you get stuck after death when no controller is connected.
Win32: Brought back Gamepad controls.
Win32: Tightened up the amount you slide on stop.
Win32: Forced you to stop moving after you die.
Win32: Made you invincible after you die until you move again.
Win32: Added particles to the level erase.
Win32: Added a bit of screen shake on death.
Win32: Tweaked the volume of some sound effect.
Win32 : On some graphics cards the resolution 640x400 is not supported properly, so none of the sprite images load. So rewrote the rendering code, so the game plays in a window 90% the size of your current resolution.
Win32 & OSX: Mouse pointer would go a little nuts, so I've relinquished control of it in the game.
Pixel perfect platforming action all on a single screen.
It eases you in gently, then BITES OFF YOUR HEAD AND SPITS DOWN YOUR NECK!!!
Jump over the spikes, avoid the fireballs, collect the spinning cogs.
There's 40 levels of progressively dextrous manoeuvres to be had.
Can you complete all of them?
Can you do it without losing any lives at all?
What will be your quickest time at this epic elite execution?
Controls:
Cursor Keys or WASD, Left/Right/Crouch
Space or Z to Jump.
***HINTS***
Using the crouch straight after a jump to kill your momentum and sliding.
At full speed P.Rick runs at 12 pixels per frame, nudge him forward 1 frame/pixel first, before running up to some spikes to jump, this will get you 1 pixel closer, which sometimes will make all the difference.
***CREDITS***
Game design and code by Quang Nguyen.
Created with GLBasic.
Art and animation by Viet Nguyen
All with an iPad. Backgrounds in Sketch Club app. Sprites and animation in Sprite Something.
Music and sound effect by Robin Williams
Logic, Soundforge, Studio!
(Roland Analogue Synth and Novation Nova mostly)
-
Any issues please contact me @asobitech :D
http://asobitech.com
***Bugfixes***
Win32: Fixed sometimes you get stuck after death when no controller is connected.
Win32: Brought back Gamepad controls.
Win32: Tightened up the amount you slide on stop.
Win32: Forced you to stop moving after you die.
Win32: Made you invincible after you die until you move again.
Win32: Added particles to the level erase.
Win32: Added a bit of screen shake on death.
Win32: Tweaked the volume of some sound effect.
Win32 : On some graphics cards the resolution 640x400 is not supported properly, so none of the sprite images load. So rewrote the rendering code, so the game plays in a window 90% the size of your current resolution.
Win32 & OSX: Mouse pointer would go a little nuts, so I've relinquished control of it in the game.
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.50 | 256 |
| Audio(Jam) | 3.28 | 271 |
| Fun(Jam) | 3.61 | 135 |
| Graphics(Jam) | 3.28 | 500 |
| Humor(Jam) | 2.60 | 500 |
| Innovation(Jam) | 3.22 | 382 |
| Mood(Jam) | 3.04 | 494 |
| Theme(Jam) | 3.88 | 209 |
I'm on Windows 8 64bit laptop.
Well thought out gameplay with rising difficulty. Made it to Level 24.
Would have liked the movement to be more direct with less inertia when landing after jumping.
Secondly > Game is AWESOME! Love the gameplay.
Anyone experiencing the black screen thing probably did what I did and accidentally copied the .exe and ran it rather than making a shortcut! ;)
As @EvilDrFish says, it's possibly not extracted correctly.
please try extracting the whole zip file first, unfortunately I don't have a Win8 64bit machine to test this on.
And within that, two folders Contents and Media, as well was the PRickAirious.exe file to run.
Special mention for the level art, which is pretty awesome..
Screenshots photographed of a laptop are great! :D
side note:
I had some problem with my mouse running this game. Seems to lock it in place :/ other then that no technical problems.
Pro tip. Use the crouch to stop yourself from sliding ;)
Windows 8.1 64-bit operating system
I'm on a Acer aspire S7.
Processor: Intel(R) Core(TM) i5-3337U CPU @ 1.80 GHz
Intel HD Graphics
Again, I extracted the zip file entirely with Content and Media and ran the .exe in the app folder and it is all black.
I feel like it might be a file path error or a screen resolution error? My resolution is 1920x1080 and the screen refreshes to some other size.
Middle way I said, "I'm too good at this. I'm never gonna die." Then I started dying and DIDN'T STOP. :p
It makes me really want to continue with the game and make a full game out of it. Thank you.
I've fixed the blank screen issues in the Windows version, but it now plays in a 90% sized Window rather than fullscreen, I also had to split the OS X and Win32 versions up, as the bug fix broke the OS X version :(
Please comment and I'll play your game, rate and comment on it as well.
I liked the idea for looping around the level, and there was a good ramp up in difficulty. I got to level 24.
I think the controls are ok, but mostly there are two main issues I found that made the game more difficult.
First is that there's not enough drag when you hit the ground. You keep sliding and have to press back in order to stop which messes up my timing. Second is that running either accelerates slowly over time/no cap on max velocity making it hard to time jumps. Pressing down helped a bit with stopping on the ground, but because the velocity accelerated too slowly then you wouldn't be able to easily make it over the next obstacle. I think this is partially why people get stuck around level 23-24 because that's when timing becomes more a focus in order to get through the spikes or the balls on the bottom.
Overall though nice idea, I enjoyed your game!
Very well done!
@tonypal you can watch my play through video. I'm still working on doing it perfectly without losing a life to get the secret ending.
https://www.youtube.com/watch?v=QtYdMg_3dcU
That said, this particular level design would suit non-momentous controls really well. It's a very interesting idea, with the top-world and the bottom world, and the stationary spikes and the floating orbs, but it creates a lot of stop-and-go gameplay, and I'm not quite sure that's what you want with this style of game.
Slowly easing the player into the difficulty was a fantastic design choice, and it really feels like there is no fake difficulty here. If I played this for awhile, I really do feel I'd get better at it, the more I played, and I would develop skill to play it. That's so important.
All and all, you did a really decent job with this. I could definitely see it being something elaborated on post-LD, in either design direction .. whether or not you wanted to cater to slippery, fast controls, or more stoic, hard-toned controls. I like that you were trying new things here, and experimenting with what worked. What worked, works really well. :)
Pretty fun game, higher levels got quite challenging. The sounds quickly got annoying, but the background music was pleasant enough, even though it drowned in the ping sounds.
The graphics seem oddly stitched together, each nicely done in its way, but just not fitting together.
Pretty fun game nonetheless and really enjoyable.
I think pressing back in-air to not hit the next obstacle is fine(or even more fun)
also I hated how it feels like waiting when you crouch under the moving things, it kills the fast pacing of the game, you will feel more badass if you can keep the rhythm going. I suggest 'down' button make you slide, or scroll, or maybe you can crouch and walk at the same time(which is good for people who dont want to slide)
and good work with the pacing, also I liked how coins where actually lives because you'll need a lot of lives. but it was annoying when I die like 20 times at the same level, because the game spawned me in the middle of those moving balls. and you dont necessarily want to make the player invincible when you spawn(because thats also would kill the pacing) I suggest you make the spikes re-spawn the player, but the moving balls just take one life and leave you in your place, making you able to dodge them(with a cost)
I am giving this a 5 stars for fun thats for sure.
But I Liked the artwork and graphics of the game.. Audio was also cool..
It was bit hard. but i like hard games.. Cheers
Your game is fun, very playable.