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Darcy Matheson

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A member registered Sep 07, 2019 · View creator page →

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Hi, and thank you for showing interest in the project! This build was uploaded for a few people at my uni to test early in development. I'm almost finished getting the level generation done and it's coming along really well. The next few weeks will be spent on making other gameplay related things. If you'd like to contribute to the default dataset, feel free to send them to me in a zip file at darcy.matheson10@gmail.com and I'll check them out.

As a little bonus, here's a small map generated by the algorithm using 26 samples. The critical path is marked in red and all coins are reachable from this path as well.

Creative concept that teaches mechanics effectively through intuitive level design.

Short and sweet, a unique idea and well executed mechanics. 

This definitely crossed my mind but unfortunately we didn't get time to add it in, I'm sorry this created a more difficult experience for you!

Great entry with a unique theme and clean visuals, it's also a better open world game than Cyberpunk 2077.

Thank you! Glad you enjoyed the game!

We actually put a little Easter egg in there for doing just that, waiting in the starting room for the full 9 minute run to be over. It is intentional and it doesn't really count as a win, since the score is terrible and most stats are very low. The moment you make it out of the choke point at the top of the room, the water begins rising, it doesn't start immediately so that people have a chance to mess around and get comfortable with the controls in a safe environment first.

Hi JPlay, thanks for your comment. The player is meant to exit from the starting room by double jumping and wall jumping. They spawn in the unconscious pose and wake by pressing jump, after landing all the controls are unlocked. I've updated the starting room to ensure the starting platforming is easier and more accessible. I hope this helps, please let me know if you have further problems and I'll see what I can do about it. Please note also, controllers other than Xbox are not officially supported and likely will not behave as intended, so currently you should be using Xbox or Keyboard.

I did already know that and I thought I had done it already, but it seems that it wasnt working! Weird bug, haha

Hey guys, if you encounter any issues regarding movement speed feeling sluggish and annoying to outrun enemies with, this is due to a programming issue on my part in which I accidentally forgot to ensure the framerate and movement speed are not connected, sorry! If you would like to see the intended movement speed relating to enemies you can check the video I posted on the game's page, which shows every level to completion in order, running on my system (where the game was balanced). I will update to fix this issue (and some others) once the jam is over.

Cheers!

So would we! I'm considering further updates and perhaps a full release for the future. Glad you had fun playing! :)

My apologies regarding the movement, I assume you were playing on a system with less than 144Hz refresh rate? There seems to be an issue I've only found *after* release (dang it) that causes movement speed to be loosely tied to the current FPS still, despite my best efforts. I will address this in a later update. Glad you enjoyed aside from this issue, thanks for playing!

Hi, thanks for your feedback. If you mean that the firing does not automatically detect when a beat would be through the audio file, then you are correct. But each level's music had the BPM measured and set up in order to get the firing and beats as close as possible. The gun fires based on an InvokeRepeating() method, which is the closed and most consistent way I found to keep time throughout the level. 4/5 levels in the game were made with only an hour or two to go so apologies if it doesn't sync up quite right for you at times! I imagine this would vary depending on the audio latency of your setup. I'm sorry to hear about your negative experience with the green slimes, I did some further testing on a device at 60Hz and found that the movement speed of the player was actually much slower than on my 144Hz system where I wrote the code for the game. In that testing methodology you can outrun the ghosts and slimes with relative ease, but you do have to manage where they come from and sometimes it does feel a bit like you can't avoid being hit. Once the jam is over I'll make an update for the game fixing the framerate dependency issues with movement and might add a calibration tool to help people set up the sync the best I can too. 

Very glad you enjoyed the game overal, multiple weapons was slightly out of the scope, though I did do some experimenting with the concept and your instincts are correct, while a neat idea, it certainly does mess with the gameplay balancing quite a bit. Indicators for enemy spawns are also a great idea, I tried to get it feeling random so that they will spawn somewhere unpredictable off-screen and clearly that's working out for everyone which is good to hear too. Again, thanks for the feedback! :)

There was definitely some inspiration there!

Great visuals and music, everything fits really well. The gameplay has pretty unbalanced difficulty in some parts (mainly cycle timing based rooms). The bossfight (spoilers!) was cleverly designed but quite frustrating, it might have been nice to have 3 lives there and then you could make it a bit more complex (more platforms, stationary airborn obstacles, etc). Overall really well done, I hope this gets featured by Mark. It deserves it.

The classic shoot-to-move meme returns. I think the art was suitable but the music didn't fit it so much. I didnt know how much health my player had and when I beat the boss the game just took me to the same menu as when you die, so that was a bit confusing. Level design was fun and intuitive and the boss felt a little OP given how hard it is to hit it, but in a good sort of way.

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We were definitely interested in getting other guns in for the final build but gave up on it after a few hours of the code failing and causing music sync issues. I'll look into adjusting some post-processing motion blur once the jam is over. Thanks for your feedback!

I've tried using it as a link but it just gets error code 404. The link is case sensitive though so I will keep at it for a while :)