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A jam submission

Panic Floor!!View game page

An unforgiving platformer!!
Submitted by Panic OK!! (@Panic_Floor) — 2 days, 16 hours before the deadline
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Panic Floor!!'s itch.io page

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Comments

(1 edit) (+1)

It's cool. The movement feels pretty good, even if some jumps are very tight. I've been looking forward to trying the demo for a long time, and finally got around to it this time. The level designs are quite compact, and you were able to do a lot with just a handful of mechanics. The game has excellent visual presentation.

I did have a lot of controller issues. I play with a Switch pro controller generally, which I use through the Steam controller configurator (since it's not XInput) by adding the executable as a non-Steam game, which usually works fine. For whatever reason, the standard setup with that caused the inputs to be read as always pressing the Up button. Although Jump worked fine, I couldn't input any directions. That in itself might be worth looking into since you plan on doing a Steam release.

I changed the input settings to use the preset template for Keyboard to Controller, and that let me play, but it constantly misread the up button while pressing left/right (since I played with the stick). This caused me to constantly accidentally drop the bomb out of my hands. This was a huge source of frustration and caused probably around 200 of the 600 deaths (!!!) I had by the end of the demo. If you don't end up doing remappable inputs, I would really like to see the bomb drop key remapped to a non-directional button/key. Any other button would be fine, just not Up.

Having what in most games is the pause button mapped to "immediately exit the game" is hard to get used to. Even just a "Quit? Y/N" prompt would be fine.

The music stopped looping on floor 16. Not sure how long I was playing to reach that point.

You can also make the floor unwinnable without killing yourself on a few stages if you drop the bomb in one of the vertical screen boundary warp shafts (floors 16 and 17, and I remember there was at least one more later on). The bomb falls infinitely without despawning if you do that, and it also picks up infinite speed.

It was fun to see the character get increasingly frustrated as the death counter went up - it's a great touch. You might want to add sprites for that while also carrying the bomb.

I also wish the splash screens between stages lasted just a little bit longer, but I get why they're quick.

Thanks for uploading. I look forward to playing it again later on. Nice job.

(+1)

Beautiful game! Levels are challenging and sometimes even addictive.

I love how the menus and the UI are integrated within the game. The close button is a nice touch for rage quitting lol. Overall it feels very minimalistic.

I found a visual bug at level 13 in the level counter, I'm adding a video showing it.

The video is very slowed because the software that I use to record the screen slows it a little, and also because the laptop where I've been playing it (with wine) runs it a little slower than normal. I played it with an older computer and surprisingly it runs faster, but it also has that bug at the 13th level, so I guess that wine isn't making the visual bug. 

Developer(+1)

It's probably because your laptop lacks Directplay which is an obsolete application. Modern machines simply don't need it anymore. This game engine is programmed in an old version of gamemaker and sometimes it requires that to play at normal speed.
The room counter breaking at 13 and 4 is intended because those are considered unlucky floor numbers. It's just a gag, not really a bug.

Thank you for the feedback.

It's just a gag, not really a bug.

Aha! LOL that's cool! Yeah, now I remember something about similarities about pronunciation.

Now that I know this I already found two more easter eggs. Amazing game!

Also, thanks for the info, I appreciate it.

Submitted(+1)

I second that it would be nice to have a crouch button on controller because it's awful having to press down on the dpad like that.

Also there seems to be a bug? you cant crouch slide holding a bomb, unless you're at certain speeds, in which case you can, and you don't hit spikes, but your sprite just gets stuck in a standing position where it looks like you're getting hit by spikes but you dont?

Developer(+1)

I'm aware of that duck sliding bug and it seems to be only present on the demo. I got it once before uploading the demo but I have no idea how to replicate it.
What button would you recommend to have assigned to duck button?
thanks for playing.

Submitted

hmmm the square button isn't used right? i think it would feel intuitive there, either that or R1

Submitted(+1)

very appealing, juicy and responsive. i dislike flower-jumping and wish for crouch to be a separate button so i can play it on my worn-out controller

Developer(+1)

What button would you recommend to have assigned to duck button?

Thanks for playing.

Submitted

probably one of the shoulder-buttons (not the triggers) since then i am able to steer while crouching and jumping to really maximize control.

Submitted(+1)

I didn't get very far, but I really liked it!
I liked how the levels weren't long and the anime pics between them. The controls felt good and I liked the death counter.

Submitted(+1)

I just realized I was playing the easy mode, lol.