TowerPlatformer
Heyope,
Been a while since I was able to sit myself at a game. Real Life is currently taking up a bunch of time because of my Internship ending soon. But we were supposed to make small projects in groups at school. Was able to make a Jump n' Run in my group.
But because of procrastination and not being used to directing a tiny team I did make most of the work (I asked the other 2 members and they said I don't need to give any credit).
The final game is very barebones. Especially because the jump takes up 80% of he vertical screen. But I kinda like what I did with the 3 harder levels, even if they turned out impractically hard.
Controls:
Walk Left: W | ← | D-Pad-Left | Left-Joystick-Left
Walk Right: D | → | D-Pad-Righ | Left-Joystick-Right
Jump: Spacebar | Y | Z | All controler Face buttons
Glitches I am too lazy to fix:
- The Flame Throwers don't start their animations correctly for some reason. So for the first 3 seconds of entering a level a few Flame Throwers look inactive despite the fact that they are active.
- Sometimes after finishing Level 2 or 3 when you're back in the Level Select you'll be ported back into Level 2. I have absolutely no clue why his happens. I thought maybe the Hitbox of the level switcher stays alive, but you can see nothing when acivating debug hitboxes and still get ported right back. Maybe some orphaned Scenes running in the Background? But no clue why the hell that would happen.
Status | Released |
Platforms | HTML5, Windows |
Author | StarDDDude |
Genre | Platformer |
Made with | Godot, Aseprite |
Tags | Godot, Open Source, Short |
Average session | A few minutes |
Inputs | Keyboard, Gamepad (any) |
Install instructions
Should run out of the box.
Also no Savefile so nothing gets thrown into the Appdata.
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