I definitely didnt live forever! I enjoyed my time in the caves talking to the npcs, and I like the dash move and the infinite pit to the left. Hope you had fun jamming!
Play game
CharaQuest II - THE MONSTER's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Your personal opinion | #47 | 2.167 | 2.167 |
| Aesthetics (Art or music) | #47 | 1.944 | 1.944 |
| Innovation | #48 | 1.944 | 1.944 |
| Use of chosen theme | #51 | 2.167 | 2.167 |
| Overall | #51 | 2.056 | 2.056 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme its based on
No one lives forever
Any pre-made / external assets used
Nope =)
Comments
went into the void, not dissappointed
checkpoints would've been nice and some other refinements as well, but this is a decent start! well done
Thanks =)
As I have said before, checkpoints..... Yeah I might just need to make an easy mode with them at this point. I want them to be none, as it means the game has more playtime, but ok.
Yeah, this game was what happens when you can't use Unity or any other Game engine. I normally code like this, but it never gets easier. Just pure HTML, CSS, and p5js.
Thanks for you input, and thanks for commenting =)
Went left. Not sure what I expected, but cool we can do that. The game mechanics could be refined, as I like the attack in the air. It feels like that could be expanded on. Outside of checkpoints after a few screens, the big thing I would say is adding a transparent background to at least the player since that was very easy to see. Otherwise congratulations on making everything in such a short time!
1. The game's levels were hard coded. If there is nothing, then it's just void. I decided the freedom to choose was something players would find interesting. For the screens, yeah I had no time XD, and checkpoints, the story would be a bit different without them. I'll talk about my change a bit later in this. For the background, yeah I was lazy MS paint got the sprites done quick, and I kinda needed that. Any ideas on how to fix?
But the 'no checkpoints' was meant to be. I know that is the largest issue with the game, but my response is that the playtime for the game if your good is like a minute. I need to keep the player playing for like 5 - 15 so they feel good. Also, the 'your pain was worth it' ending I went for would not work as well if there was less pain.
Thanks for the comment, and the fact that you played the game. I am happy you liked the game, and if you have any new game ideas, that would be great! Thanks for commenting =)
Had a lot of fun with this game! Found out if we jump and press k at the apex of the jump, we can airstall. Don't know if it was intentional, but made it interesting to move about the level. It was still pretty intuitive and smooth to use.
Also, apparently one of my friends named this, when you press k at the top of your jump, and then L right after, it's a 'K-dash'. K-dashing can be used one after another in air, so you just to be in air for it to be a K-dash. So.. I know you probably don't care, but here is some useless game terms because why not!
- K-dash (You know it I just explained it)
- Cave skip (K-dashing going into the cave to skip like 3/4 of the game
- Fall save (Falling in room 6 2, where I added a room below to catch the player)
- K-Spike (You attack, then you try to jump before your attack ends (so no jump comes out) and you jump into danger)
Tell me if there are any more you made =)
1, Thanks for showing more people the game! That does happen. If you spam it, you can just skip like 1/2 the game LOL. Thanks for expiramenting. I know this game is pretty hard, but I did make the story around it. I can't drop any spoilers, but I will say the game is quite short, so there is that.
2. Thank you so much for following me. Your the first person to other than the person who I worked with for another Game jam, I appreciate it an absolute TON.
Overall, your the best. Thanks a ton =)
Congrats on submitting and making all the assets from scratch!
Since you asked for some feedback in your community post here are some things you could improve on:
- The player has a solid background, you should make that transparent
- You could make the player hitbox smaller than the sprite itself. Right now the player takes damage even if the sprite isn't touching the spikes. So making it smaller adds a bit of forgiveness and improves the game feel.
- There's kinda a weird "settling" when you land after jumping? Rather than the player just landing on the floor
- Checkpoints! So that the player doesn't have to restart from the beginning.
- General platforming feel
- Disable gravity when dashing
- Variable jump height
- Decrease gravity a little bit
A lot of this is just polish and technqiues that you learn over time from experience and studying. You could try starting with chatgpt and ask questions such as "What are some techniques that game developers use to make platformer movement feel good?" There are also a lot of good youtube videos and articles that analyze certain games and go in to detail.
This is a cool resource for platformer movement examples: https://dawnosaur.itch.io/platformer-movement-demo-2
1. Thanks that you noticed. The sprites took a while, and I know the music is subpar, but still.
2. I made the sprites in MS paint. I tried my best, but yeah I got to learn to do that. The way it's setup is it just looks at the sprites, and you cant make non-rectangular MS paint sprites to my knowledge, but thanks for pointing it out!
3. Yeah, just time crunch lol.
4. This was intentional for falling, as collision between rooms clipped you into the floor because 1 frame of gravity was applied. I had to make a measure to stop this.
5. This point is common from like everyone, btu it was intentional. The game is pretty short, and difficulty DID increase play time, as well as contributing to the lore of the game. (You are your OWN monster for driving through this)
6. Yeah, once you get used to it, it feels nice, but I do understand that. I made attacking a jump correction for this reason, but it really didn't work as expected.
However, WOW. This review was surprisingly in-depth about the core mechanics, and I am happy you spent the time to compile this information. Really, thank you.


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