Risky Life by neowhoru

[raw]
made by neowhoru for LD 44 (JAM)

Risky Life is a Platformer Game where you need to risk an amount of life for Powerups.

In the Beginning of the Level there is a shop and to buy a Powerup you must just spend an amount of your Health. The tricky thing is that you need some of the power ups to finish the level.

In the first level for example you must jump higher and you have 2 Options: Faster Speed or Higher Jump.

Controls: Move with the Arrow Keys Jump = Space X = Shoot Bullets

shop.PNG Level1.PNG level2.PNG

Ratings

Given 14🗳️ 10🗨️

Feedback

Cem Adiloglu
30. Apr 2019 · 11:05 UTC
nice retro style. I enjoyed finishing it. a future feature might be shooting can decrease your life as well to prevent spam firing
Fiiction
30. Apr 2019 · 11:47 UTC
The retro art style is impressive.
Narrenschlag
30. Apr 2019 · 14:46 UTC
Pretty cool!
I like the art but the gameplay becomes a bit repetetive.

GOOD JOB!
Oscar onix
30. Apr 2019 · 15:37 UTC
A simple concept, easy to understand and to play. But i think you need more various situations and smaller levels to really exploit the differents advantages ( i only used the jump augs ) and to give more dynamism to your game.
SamuelDeboni
30. Apr 2019 · 15:40 UTC
Good art

The enemies are not much of a treat, and most of the times I died, was by falling int to a pit, making the hp loss by the upgrades not really a problem
JofersGames
30. Apr 2019 · 15:45 UTC
Fun game, love the art :)
RustyCrow
30. Apr 2019 · 20:44 UTC
Man that wall jump really cought me off guard. I went for the max speed upgrade all the time, it made the game a really fun precision plattformer. I also respect the art, i appreciate the death animation :frog:.Solid LD44 Entry dude Well DONE .![GG.PNG](///raw/e62/91/z/23ee7.png)
🎤 neowhoru
30. Apr 2019 · 22:19 UTC
Haha thank you @rustycrow :D
🎤 neowhoru
30. Apr 2019 · 22:20 UTC
thanks @oscar-onix - yeah there some more things planned (and partically implemented). But not finished. Maybe in the future who knows^^
Rodrigo Grego
30. Apr 2019 · 23:17 UTC
It was good, the three abilities worked very well, I found strange the eyes of the monster that looks like the goomba, the eyes look pokeballs
Pyrian
30. Apr 2019 · 23:30 UTC
After playing a bunch of jams, it's nice to play one that just works. Sound, gameplay, upgrades, didn't notice any bugs, not a whole lot of difficulty but still a few tricky jumps. Good job. ...Weird that the gun isn't visible when you're jumping. Would be helped a lot by more active enemies, maybe someone that shoots back or some such. Also, you can wall-jump right out of the level, lol. Thanks, good work.
Adam Clayden
01. May 2019 · 12:30 UTC
Nice game, I liked the retro feel. Since there's a bit of level behind the player at the start, it would have been cool to see an easter egg there. Not that that detracts from the game or anything, it's solid
Anna Karpova
01. May 2019 · 13:02 UTC
Funny little game! Good job!
Historymaker118
01. May 2019 · 17:44 UTC
This isn't too bad, could do with some more polish. I'm not a fan of platformers, but this one isn't the worst game I've played. I liked the idea behind trading in life for power-ups but I think you need a few more iterations before the mechanic feels little less 'tacked on'. The art was okay, certainly was easy to see what was going on, and I enjoyed the exploding animation you get when an enemy dies. Jumps felt nice and tight, no awkward floatyness going on which is always a plus so well done there. Not a bad attempt for a game made in a weekend, I hope you continue to refine your skills and keep making games. This is certainly better than anything I made when first starting out several years ago.
IanLux
02. May 2019 · 17:32 UTC
Fun little platformer mate! keep jamming!
Franciszek Pyrć
05. May 2019 · 07:54 UTC
I've played this game in a video.

https://www.youtube.com/watch?v=5xDIFZyRjY8

I just had problems with the wall jump and the lack of challenge.
Omiya Games
05. May 2019 · 23:40 UTC
What's in the game is quite impressive. The platforming controls were tight and predictable. Firing bullets were fine. I do think the level design was a bit uninspired; in particular, the lack of variety in enemy movement made the combat very simple. I also thought it was interesting that most levels were horizontal in nature. I assumed with the jump powerup, there would be more vertical levels, but apparently not.

I did find it strange that 1) taking a power-up would turn your character into a glass-cannon (instant kill), and 2) bigger bullets is even an option. Since power-ups is mostly necessary, the first thing forced the player into one-hit kill situations, which...I have mixed feelings about. And, well, bigger bullets didn't seem to do much?