Deadly Afterquest by Cybernetic

:videogame: Play It Now (WEB GAME) :videogame:
@Tamanar and @Cybernetic have just follow a Unity2D tutorials serie (FR: YouTube Playlist) and use this LD to challenged themself with their new abilities! They had fun to do! :smile:
Softwares used:
- Visual Code
- Unity
- Pyxel Edit
- Discord
How To Play :video_game:
- QD or AD to move horizontally
- space to jump,
- F to spell a move point : /!\ Carefull it drains Heart energy /!\,
- E to Interact with levers.
How To Win :medal:
Go with your heart :heart: to the doors :door: . The Heart Life gauge decrease with time :timer: and "F spells". Parade the arrows :bowandarrow: with your shield :shield: . If an arrow touch you or the Heart, you lose :skull: .

| Youtube | https://mr-cybernetic.itch.io/deadly-afterquest |
| Youtube | https://mr-cybernetic.itch.io/deadly-afterquest |
| Original URL | https://ldjam.com/events/ludum-dare/46/deadly-afterquest |
Ratings
| Overall | 2165th | 3.023⭐ | 24🧑⚖️ |
| Fun | 2267th | 2.682⭐ | 24🧑⚖️ |
| Innovation | 1457th | 3.167⭐ | 23🧑⚖️ |
| Theme | 1266th | 3.643⭐ | 23🧑⚖️ |
| Graphics | 596th | 4.045⭐ | 24🧑⚖️ |
| Audio | 1066th | 3.182⭐ | 24🧑⚖️ |
| Humor | 1677th | 2.417⭐ | 20🧑⚖️ |
| Mood | 1499th | 3.238⭐ | 23🧑⚖️ |
| Given | 18🗳️ | 16🗨️ |
But feels a bit slow and the Aspect Ratio was of for me so I could not finish it.
EDIT: btw Music is AWESOME!!! great composition
Perhaps consider only taking heart energy away when the player drops a move point or is damaged instead of having it drain constantly? I also felt the movement was a bit slow. Like the character was walking in molasses.
However, I found that the jumps were too low, so it was too hard for me to be right on the edge of the other side, I fell a lot of times, it was kinda frustating. And to finish, when we die, we have to redo all the levels, I would have like to restart to the current level. But, anyway, nice work !
A little note on bugs, I had two issues which happened randomly, my character was in double, and I couldn't restart after my death, I had to refresh the web page.
And I got in first try this wierd bug after die:

This is a really good foundation for a game, and very impressive seeing as you've tried new tools .. all I'd say is save a bit of time to play-test and polish if you can. Great work though! You should develop this further!
The controls feels slow and unresponsive - need some optimization there.
But visuals are really cool - I like characters style and how elaborate the sprites and animations are.
Below are double ghosts flying in the air:

You shouldn't persist any objects if there's no state to carry over (like here isn't). when you keep your persisted state on single object (like game manager) and only persist that, you can just load the scenes without having to destroy anything and the scene will reflect the state properly always, regardless of the past. Also for the persisted singletons, you should add code that would destroy any other instances of it if they try to instantiate. This way you can add all of the necessary stuff to every scene (even the game manager) and start anywhere (helps with development). Keeping multiple objects alive throughout the scene loads you add unnecessary complexity and open yourself to loads of bugs when something goes wrong on the clean up (like here).
HMU if you need more help with this!
Also: Awesome graphics!
- pressing "R" twice in the text intro screen duplicates the character
- standing on the right side of the screen and rapidly pressing the up and down arrows makes you fly
That's how much I managed to break it:

Things that annoyed me a little:
- The text pops up every time and it makes it needlessly longer to restart.
- Character moves too sluggish. It really takes away from the enjoyment. I guess you wanted to make him heavy like a moving fortress, but it feels more like a mountain of gello. More responsive controls and maybe some dust on every step would help.
I myself haven't figured out how to make platformer controls that feel good. I'll invite you to the “platformer controls taskforce” :tm: , whenever I come around to actually makeing it.
Edit:
Looks like the character in the tutorial you used is the source of these weighty controls, sorry if I was too harsh with my words.
If you guis are interested you might want to check it out.
https://github.com/Voidsay/Platformer-Controls-Taskforce
I couldn't figure out the basics of 2d, so I would appreciate it if you guis could spare some time to create a basic example.