Crashlanded

  • Platformer
  • Mors' Ultra Epic Amazing Radical Cool Team
  • 9 months ago
  • 7th

Description

You've crash landed into a strange planet. Find batteries before your suit's energy runs out!

There are 4 levels in this game. Enjoy!

Controls:

Arrow Keys: Move

Z: Jump

Enter: Pause

Credits:

Everything except music: Mors

Music: Catonator

Feedback
10

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  • Neural Pathway
    Neural Pathway Neural Pathway 2
    8 months ago

    I love the aesthetic of this game! The art, particles, backgrounds, etc. all work really well together, and the music caps off the game feel perfectly!

    That being said, the controls felt very sluggish for the level of precision required to beat the game. It felt to me like the poison bubbles' hitboxes were a little too big, and their cycles were too fast considering how slow the player moves in comparison. It made it feel like the only way to win was to retry until I understood the cycles, instead of just winning by playing well.

    I did end up beating the game though, and despite a few jumps that felt unfair I had a lot of fun playing, so good job!

    • Mors Mors
      Mors 2 Developer

      Thanks! And, well, yeah the point was to recognize the patterns there but the time limit seems to have made it a bit more annoying than I expected lol.

  • Baku
    Baku Baku 26
    8 months ago

    In response to Kwisarts below: This game doesn't use "coyote time", this is a separate kinda mechanic I guess you could call a "jump charge" or something. I found it perfectly intuitive and sensible, and it was taught well.

    Beautiful art, nice music. I played it for a little bit but couldn't get past the second battery?? I am sure I am completely missing something super obvious lol pls help

    • Mors Mors
      Mors 2 Developer

      Thanks, but uhh, not sure where you're stuck on, if it's the part at the bottom with the falling blocks then you gotta use the mid air "charge jump" there.

  • Kwisarts
    Kwisarts Kwisarts 40
    8 months ago
    • Oh please, not zxc stuff! Some keyboard, like mine, have the z and y reversed. It's kinda annoying to always need to switch keyboard layout. :/

    • The coyote frames being important to the gameplay is rather weird and unexpected. It's supposed to help with platforms, not be mandatory :/ As a result, It took me a while to figure out it was what I was supposed to use to pass some platforms.

    • Overal, timings are kinda weird, for reasons mentioned below by other feedbacks

    • Love the atmosphere and background

    • I love how the character is just one color and transparency. Makes it more unique

    • Mors Mors
      Mors 2 Developer

      Thanks! I used Z for jump since that seemed like what most people I talked to preferred, but I completely forgot about QWERTZ keyboards. I guess I should've added a keyboard mapping option, that wouldnt take too much time. Also the tutorial was supposed to teach that mechanic but I had to rush the level design so i didnt realize that you could pass that section without utilizing that move.

  • Fachewachewa
    Fachewachewa Fachewachewa 34
    8 months ago

    Very good presentation, but I hated the 3rd level.

    You can almost do the whole level without stopping, but that's not that cool because:

    • you have to do a weird wait at the start of the level
    • every obstacle timing, hitboxes and platform pattern is very arbitrary and hard to understand, and you don't really have time to stop and observe what's happening. So if you miss the window, you're done. It's not succeeding vs optimal path, you actually have to do both.
    • the last platform is a really weird jump, you have like a really small window, and you don't really know if you should do the mid air jump or not. But there's no jumping right away here (or at least I kept messing up the timing, who knows).

    Overall, even if the game is pretty good, the mid air jump thing seems more like a bug turned feature than anything else, it's really weird at times. And the platform collision where you just pop up on it adds to that feels. I even wondered why the platforms were moving at al in a few spots, since you could get to it no matter where it is on its path.

    Also, on the last level, I think you should have made the projectiles purple too. Would have been more consistent.

    • Mors Mors
      Mors 2 Developer

      Ahhh, I suppose the third level could work if you had the time to observe the patterns but the time limit kind of prevents that and I only realized this after finishing the game. I mean, there isn't really a way to test that since you know the optimal pattern already. I'm also not sure what I was thinking with that first wait near the start of the level lol Thanks for the feedback tho, I will definitely keep these in mind when I'm making my future games!

  • Fin_Nolimit
    Fin_Nolimit Fin_Nolimit 5
    8 months ago

    I love this game!!!! Seriously, fantastic job on the controls, art, and music. I was just browsing the covers of all the games and when I saw yours I though, hmmm that looks simple and very enticing. I'm glad I downloaded it. I would have loved to have seen controller support but that is just me. I felt the game got a little easier once I realized I could walk off the ground and as I was falling I could jump. I did not have to be on the ground to jump.

    Sidenote: I have never figured out how to make vertical moving platforms. Great job on that.

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley 9
    8 months ago

    Really nice graphics! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/5_pXg7wyEyc

  • var MP;
    var MP; var MP; 3
    8 months ago

    Amazing art style! Everything was eye candy!

    The thing that got annoying fast was the fact that every time you died, you had a loong loong time before respawning, either because of replaying the long intro or because of the transitions.

    Also the platformer got hard really fast and the fact that gravity was so low and the guy was so slow didn't help for immersion.

    Overall, though, it's a very solid stylish platformer and great, great work for a game jam.

  • Ajmal Rizni
    Ajmal Rizni Ajmal Rizni 8
    9 months ago

    Beautiful aesthetics and fun gameplay! Especially great job with the particle effects and the fog shader, really added to the atmosphere. I will say it was a little frustrating constantly having to restart, but the levels were well-designed so it didn't matter too much. Great entry!

  • 89o
    89o 89o 10
    9 months ago

    I loved this game! The sounds, music, art, platforming, difficulty. I only didn't like how the controls were a bit floaty and it was hard to control in mid-air. Apart from that, great work!

    • Mors Mors
      Mors 2 Developer

      Thank you! I guess I should've tweaked the controls a bit more lol

  • Lord_404
    Lord_404 Lord_404 4
    9 months ago

    The art and the music are great But the level design and overall gameplay just made me not want to continue after the second level the second level (im not counting the tutorial) consist mostly of you waiting for cycles to complete which is boring.

    I think the tutorial could explain better that you can do your jump if you aren't on land by placing a drawing of your character or something, not just Z

    The death transition could be like x2 faster it gets way too irritating after a while specially since you will be diying a lot.

    • Mors Mors
      Mors 2 Developer

      Oh thanks for the feedback! In that level you wouldn't be able to make it to the end if you waited for too long anyways, what you were supposed to do was to find the optimal pattern which requires very little waiting.

      And yeeeaaah, I kind of messed up at that tutorial I guess. I didn't have much time left to fix it unfortunately. I guess I could've made the death transition a bit faster too. Oh well.

Post-mortem

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