Magma Climb by Aldebaram
A simple vertical endless platformer.
Controls:
- WAD or Arrows LEFT, RIGHT and UP

| Link | https://aldebaram.itch.io/magma-climb |
| Link | https://aldebaram.itch.io/magma-climb |
| Link | https://aldebaram.itch.io/magma-climb |
| Original URL | https://ldjam.com/events/ludum-dare/50/magma-climb |
Ratings
| Given | 20🗳️ | 8🗨️ |

Like some other comments, it definitely appeared that some of the generated traps just couldn't be navigated without taking a hit. Maybe this is intentional in order to force taking some risk to reach health. If that's the case, maybe setup a script so that this impossible traps are a bit later.
Overall, good job!
My main complaint would be that it always does a full-height jump, but this often results in me bumping my head on the ceiling and falling early. It would be nice if there was a way to do a short hop by releasing the jump button sooner for finer control of jumping over small pits or small obstacles.

Here are a few tips to take your game to the next level (keep in mind that these are just suggestions):
- When the player presses jump, start a timer that goes on for roughly a tenth of a second (you should experiment with different values though) during which time the player is checking if they can jump. Basically, this means that the player will still jump even if they hit the jump button a frame or two too early, kind of similar to cayote time (which I noticed this game has, props to you!)
- When the player releases jump, if they're still going up, cut their vertical velocity in half. This'll let the player control jump height by holding jump for a shorter or longer time.
- A bit of acceleration and damping can make the controls feel better, however if you want to keep things simple, a simple lerp to the horizontal velocity works just fine!
- Try experimenting with different player speeds. I felt that the player character could be a bit faster, but this is just a matter of personal preference.
Hope to see you continue this!


Great job !
Guess I better rate it pretty high.
I like the traps. Especially how the arrow changes the risk calculus from weighing towards "stay at the top" to "stay in the middle."
The procedural generation is really neat, even if sometimes it produces obstacles that don't seem to be possible to cross without taking damage. And the arrows that fall from the top of the screen might need some indication before appearing, because currently you have no time between the moment it is visible and the moment it hits you.
Apart from those two points, this game is quite fun ! It is overall a pretty good entry, well done !
If you have a little time, visit our game too and let us know what you think!