Exit
My entry for Patch Notes v1.0.
"Exit"
A/D = left and right
Space = Jump
Enter = Pause/Start
Mouse = Click around the environment
Note: look for the full screen button at the bottom right!
Updated | 12 days ago |
Published | 15 days ago |
Status | In development |
Platforms | HTML5 |
Author | Good Good Games |
Genre | Puzzle |
Made with | Unity |
Tags | Pixel Art, Puzzle-Platformer |
Comments
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HOLY RESOLUTION BATMAN! Did the window really need to be this big?
I love this game. The casual TV abuse is kinda funny.
haha! It did not need to be that big! But I was really up against the deadline and I didn't want to risk messing with the build.
So glad you liked it! Thanks so much for playing!
Cool level design, intuitive mechanics and excellent sound design! You deserve to be very proud of this project, and I hope you consider taking this further! You could totally put it on steam or release it as a mobile game :)
Only got some small critical feedback; there's a distinct lack of feedback with regards to when the saturation toggles the colliders on the objects. This wouldn't be too much of a trouble for most of the game, but level 4-2 suffers from this, since it makes timing the fall much harder.
If you're open to my (frankly, unsolicited) advice, I'd recommend cheating this a bit. I love the saturation slowly fading in and out, so to keep that visual system, maybe add an in-between state that allows colliders to toggle on or off when the saturation is swapping between values.
As an example, in 4-2, toggle off saturation, which would toggle off both platforms. Then toggle on saturation. During the period where saturation is increasing, toggle the bottom platform so that if the player tries the jump while saturation is toggling, they get caught. Then once saturation is fully toggled back on, enable the top platform.
I feel this would significantly improve game feel on a couple of levels and open up more routes for interesting level design. Similar goes for the grey zones used by the "smack tv" mechanic, having those teleport the player if they touch them while the static is on screen (rather than only as the static disappears) would help with timing-based puzzles.
Otherwise, again, excellent job! That ending was pretty funny.
Thanks so much for the kind words! This is excellent feedback and I'll definitely implement. Although... timing the change was not my intended solution. So cool that you pulled that off. I don't want to spoil the solution here, but hit me up if you want to know, haha. Thanks for playing!