Controls: A and D to move left and right. Space to jump or select in the menus. W and S to scroll menus. Esc to pause.

This is my First Platformer! contac me at reddit. The game wasnt working as standalone so you will have to download and extract the files from a zip file. Sorry.

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  • Kwis
    Lv. 67

    I recommend itch.io or gamejolt.com and mostly, practice way more! I encourage you to look videos online (I know they've helped me); On youtube, I personally watched heartbeast, shaun spalding and pixelated pope videos (and others), they have really great tutorials and they can help you getting started (for example in variable jump height)

    PS: Avoid such high pitch for the sounds (music was alright)

  • Problematicar
    Lv. 37

    The main problem about this is that your game has a scope way bigger than your skill level.

    It's not bad to be ambitious, but when you make games it's better to make a small but good one instead of a big one filled with problems.

    For instance, in your game: The collisions don't work. The player has to get too close to the border for the view to move. The jump being always the same height causes some problems. Unavoidable damage in some rooms. Bad level design. Useless options in the menu. Repetitive sounds.

    You definitely have a cohesive style in your game, and that's a good thing, you just have to scale things down a notch, so you can apply your style to everything and make a far more polished game, the ideas are all there, you just need to change the scope.

    Path Y
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  • Veralos
    Lv. 38

    There's potential for a fun game here, but there are too many dodgy things for it to quite work in its current state:

    • The jump is usually too high. It should be variable (see below) or at least be smaller.
    • The view makes it impossible to see anything. The player should always be near the centre.
    • You can get somewhat stuck in walls when in the air.

    Anyway... the graphics are somewhat crude, but I think that actually does a good job of invoking the "hell" theme. The music also does a good job of representing the theme.

    In response to your question about variable jump height: Platformers will typically vary the height of your jump depending on how long you hold the jump button. You can hold it longer to jump higher or shorter to jump lower. There are probably a number of ways to implement it but I usually do it by dividing the player's vertical speed by some number when the jump button is released (but only when the player is moving upwards).

    • dev_dwarf
      Lv. 6
      dev_dwarf Developer of DESCEND

      6yrs ago

      Thank you! I found out after the end of the submission why my view weren't working. I set up a view object for a smooth scroll but had the camera following the player by accident instead. Couldnt find a fix before I had to do Easter with my family. Looked at it after and face palmed. I look into the jump height and maybe try and release an update somewhere. Do you know a good place to share games?

  • Anonymous
    Anonymous Avatar
    Anonymous

    6yrs ago

    Tons of the sounds are overly high pitched, and physically hurt to listen to. The platforming is a little wonky due to the high jump height, especially without variable jump height. You can't see ahead of you at all because the camera doesn't follow the player closely enough (If you're using views, i recommend just putting -1 for the follow distance or whatever).

    The aesthetic is super cool though, i really dig the vibe that the sprites give out.

    • dev_dwarf
      Lv. 6
      dev_dwarf Developer of DESCEND

      6yrs ago

      What is variable jump height? I'm a bit new to this whole thing. I might change some of the sounds but I'm busy with the whole Easter thing. Glad you like the aesthetic. I know you don't like the sfx, but how is the music?