tastiham
2021-10-05 15:49
Movement would be a lot less clunky if the jump height was based on how long the jump button is held. Also, the background is hard to distinguish from the foreground in some areas, you might want to adjust the colors. Other than that quite a fun little platformer. Especially good job on the music! Quite the banger and very fitting.
All in all, a solid entry. I made it to the end eventually, but it certainly took me some tries. It's also kind of neat that your LD48 game involved descending a tower, and now we're climbing one.
I'll try to be thorough, overall I enjoyed the game but there's a few things that hurt the experience for me. Thankfully, they're mostly minor issues and some of them are an easy fix.
For one, as TastiHam mentioned, the jumping is a set height every time. The platforming itself isn't hurt by this, but I found myself frequently jumping into projectiles and had difficulty when trying to fire shurikens to the right place.
The artwork is charming and fits together to form a more upbeat atmosphere, along with the great little synth track. However, the enemy sprite and a few HUD elements are set to Bilinear filtering, and it hurts the quality of the original pixel art-- especially for the large enemy, where the low resolution filtering is about ten times the normal size. Point/no filtering is a MUST for these textures. Another minor thing in presentation, the text speed should probably be a little faster.
There weren't too many bugs, but one or two floors had some odd collision and I managed to make the character disappear once. A hit sound effect would have been nice, but now I'm _really_ nitpicking for what was a 72 hour gamejam entry.
This post may seem mostly negative, but I enjoyed playing this entry a lot. The moving rooms were a neat concept, and I have zero complaints about the shuriken system which was reliable and useful without being too easy on the player. Despite my complaints with the jumping system, landing a shuriken on the head or leg was always satisfying when you managed to get around enemy projectile defenses. The game kept you focused on every enemy encounter and how to get a good vantage point before the fight, and the risk of falling kept platforming tense without a risk of falling all the way to the start over one missed jump.
Thanks for the submission!
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