This is my submission to the Open-source Game Jam (Moop, #1)! I made a simple kinda metroidvania thing in two weeks!
It's more like a prototype than a full game since I ran out of time :v

Controls:
A - LEFT
D - RIGHT
SPACE or RMB - JUMP
LMB or J - ATTACK

1 - DISABLE ALL EFFECTS
2 - ENABLE ALL EFFECTS

Open source tools I used: GDevelop, Blender and Krita!

Known issues: The game runs kinda wonky on lower specs PCs, if the framerate drops under 30 FPS collision detection fails and the player can go thru the floor! If you encounter this issue please disable all effects while playing!

Published 1 day ago
StatusIn development
PlatformsHTML5
Authornickfer1991
GenreAction, Platformer
Made withGDevelop
TagsNo AI, Singleplayer

Comments

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(+1)

MUY BUENO

MUCHAS GRACIAS!!

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Had to disable the effects to stop collision from bugging out, but overall great work, I really like the visual aesthetics!

Thank you for playing! I figured out too late the effects were sucking resources like crazy :c probably the game logic could be better optimized too :o I learned a ton while making this tho I can't complain :v Can I ask what system have you played it on? I've tried it on an Intel N100 tablet pc and collision works but it stutters a bit! It's unplayable with the effects on though :/

(1 edit) (+1)

AMD Ryzen 7 3700U with integrated graphics.

I don't know anything about Gdevelop but if games logic is affected by the fps that means there's no separation between logic and rendering, maybe logic is not capped by delta time? 

That's not completely clear to me either, the documentation says:
"You don't need to use TimeDelta() if the action expects values in "units per second" (such as moving an object with forces). In these cases, GDevelop automatically accounts for differences in frame rates."
But I'm using those forces! My character controller is pretty complicated though I think it can be simplified a lot, I'll look into it after the jam ends :o