The not-so Correct Platformer by notpresident35

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According to the theme, we used the genres "top-down shooter" and "platformer." The game is a boss-brawling, platforming mania, relying on a combination of action-packed shooting, stressful platforming, and epic titan takedowns. We hope you enjoy playing this as much as we did developing it!
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Controls:
WASD or Arrow keys - Move
Enter (Return, if you prefer) - Fire
Spacebar - Jump
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Post-jam Controls:
WASD or Arrow keys - Move
Mouse - Aim
Left Click - Fire
Spacebar - Jump
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Known Bugs:
All enemies and first boss tend to flip around and face the player with their backsides, especially if jumped over.
Please tell us if you find anything else wrong, and we will fix it as soon as possible.
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Shoot the bones!
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PS: There are a total of 6 levels and three bosses. Please play the whole game before rating, and if you have problems moving on, look for portals before reporting a glitch!
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Please use Itch.IO if at all possible. This is always the first website to receive updates and fixes, and is generally better quality.
Update notes:
Jam changes:
1.0 (4/23/28) - Released!
1.0.1 (4/23/28) - Nerfed final boss.
1.0.2 (4/23/28) - Player no longer phases through walls after taking damage.
1.0.3 (4/23/28) - Fixes, changes, and a nerf for Boss2. Fixes for Boss1.
Post Jam Updates:
1.0.4 (4/25/28) - Camera improvements, first two bosses now explode, player controls improved, final boss returned to functioning state (for anyone who didn't get the working boss, if there is anyone, I am very sorry), enemies no longer get stuck on edges, player much less jittery, boss health bars, all bosses increased in difficulty to accommodate for new and more powerful controls, and various other small improvements!
1.0.4b (4/25/28) - Whoops! Crab's name is supposed to be "Crabby Crusader," not "Crabby Crab!"
1.0.5 (4/28/18) - Fixed enemies occasionally facing player backwards, drastically changed and fixed first boss, changed second boss, improvements and fixes for the sound system, fixed bomb explosions, fixed bug with last boss involving the camera, improved and updated display images, and many other small and large changes!
1.0.6 (6/6/18) - Improved platforming to make it more lenient, no more getting stuck on walls when moving diagonally, Hit feedback on enemies (both visible and audible), buffed Boss3 to make its difficulty proportional to Boss2, greatly improved tutorial introduction, changed Boss1. Apologies for the late update.
1.1 - Coming soon! We've decided to remove the platforming as part of the levels and use it as boss attacks. We will instead be focusing solely on epic boss fights and ONLY boss fights. Tell us what you think about this! We desperately need feedback in this early stage, and we welcome critical feedback (It's the only real way to improve)! Just a heads up, we do plan on releasing this as a full (and paid) game in the future. While we will by no means take down the current Ludum Dare submission or anything linked to it, we will not be releasing any major new content under this name. We will be improving it with minor releases for now, but there will soon come the time for us to stop updating the entry. We are very sorry if this disappoints anyone. We felt like this was the best option for continued development. Cheers!
Ratings
| Overall | 614th | 3.424⭐ | 48🧑⚖️ |
| Fun | 525th | 3.359⭐ | 48🧑⚖️ |
| Innovation | 483th | 3.478⭐ | 48🧑⚖️ |
| Theme | 658th | 3.5⭐ | 47🧑⚖️ |
| Graphics | 768th | 3.167⭐ | 47🧑⚖️ |
| Audio | 353th | 3.432⭐ | 46🧑⚖️ |
| Mood | 812th | 3⭐ | 47🧑⚖️ |
| Given | 57🗳️ | 52🗨️ |
Good work!
Are you using WinRAR to open them? You will have to unarchive the application to use it. Also, if the 64 bit file doesn't work, the 32 bit file should work just fine instead.
@ab200 I'm glad you liked it! Guess having two dedicated musicians helping me helped it turn out a lot better!
Last boss is now easier (Shoot the bones!)
@Zicman @Yippiez I re-uploaded the builds. Can you try now?
https://ldjam.com/events/ludum-dare/41/hype-time
P.S. Not sure if it's just me but I was not able to download Windows version from itch.io (the download link only pointed to Mac version)
@Shape Thank you! I'm really glad you enjoyed it so much! (If you want more, we plan on releasing a post jam version. Stay posted for more.)
I really like the basic premise. It me reminds me of jumping in the old 2D Zelda games which was always much fun. The game just works really well! At first, I thought the instructions were a little unclear, but on the first screen I got them immediately. I am impressed how you were able to create such a thick atmosphere with so little color and so few pixels! The soundtrack is great, too! Sadly, I was not able to finish the game because my notebook keyboard is just not made for precision platforming. It's not your game's fault! What I played was really fun, cool entry! Have a fish <3 🐟
@microwerx I'm happy you enjoyed it! Yes, the enemies get stuck on edges. That will be fixed in the next post-jam release.
@IronPotato Yeah, the bosses are hard to defeat. I had to nerf all of them multiple times in development, and then nerfed them again after release, and they're STILL hard! Also, the enemies do get stuck on edges, but that will be fixed in the next post-jam version. I'm glad you enjoyed!
@batmanasb Yes, lots of things were broken. We fixed a lot of them, such as the enemies getting stuck and bosses turning around, and we made it much easier to kill literally anything with mouse controls. The final boss also had some changes, so you can't just sit still and pump bullets in him anymore. I'm very glad you liked the platforming. We will be keeping it around, but it will be changing forms (and hopefully for the better).
@Aaron Nemoyten Thank you for the feedback! The boss health bars should help with the bullet sponge feeling a little, if you play the postjam. I'll try to help with the hit feedback on enemies and the movement code. I never realized about the movement, but now it feels super obvious. Thanks!
I'd say the biggest thing to improve would be leniency in the platforming. I would often move toward a ledge and jump, then the game would decide I was already off the ledge and couldn't jump and had therefore fallen in. With the top-down paradigm this is especially hard to judge so I would code in some leniency to make the platforming smoother.
@GenTel I'm glad you liked the game! Yes, we do need some better platforming behavior. This will be more apparent when we introduce a higher stress environment in the form of boss attacks while platforming. I'll work on adding some leniency. Another item to the big bad to-do list. Thanks for the feedback!
I found the game very slow.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Your bullets were a bit hard to read against the green background in the first level, I would have liked them in bright blue or even white, just so that I could see them better in frantic fights. The jumping mechanic is interesting, but it appears very linear, and that made it a bit hard to judge when I was reaching the apex in a jump.
I didn't make it far (see video below) so I can't comment much on the content, but the first boss was already a bit hard for me. I would have enjoyed a health bar for it or some other way to tell if I was getting close to taking it down or not.
The version I played was the one before you adjusted the controls, so the stuff I am complaining about is probably fixed anyway ;)
https://www.youtube.com/watch?v=IUjvukr54GQ