A WIP game that I am using in order to learn how to add all kinds of features, functionality and develop my GameDev skills. This game was started following along with the GameDev.tv Udemy 2D course found here: https://www.udemy.com/unitycourse/

Controls:

W,A,S,D to move left to right and up and down. Press SPACE to jump, and P in game to Pause. More controls to come as they are implemented.

New Version 1.00:

Explore Blossom Hills, the first world of Starheim, in all its hilariously pink glory. 

Before you get too upset, the cave levels and the mountain top levels will return in a future build once I flesh them out into the new 8 level format. Watch this space!

Please don't hesitate to get in touch with what you like/dislike/would like to see in this game. Find me on twitter @EvolverSoul and@TheEpicBear

For more music, find me on soundcloud:

https://soundcloud.com/evolversoul

https://soundcloud.com/epicbearconcepts

Known bugs:

Version 1.00:

1. Sound is still not where I'd like it to be. I haven't delved deeply enough into the subject to sort it out. This will be taken care of in a future build.

2. Collisions with enemies should be better, but there may be an outlier or two that doesn't do damage on the first hit.

3. Some enemies, in some places, will appear to walk behind the foreground. This is not intended and for the most part has been fixed, but a few outliers may remain.

Version 0.01

1. On first collision, enemies and hazards won't damage the player, but on subsequent hits, damage will be taken.

2. Audio for coin pickup does not sound correct and bounces from side to side.

3. Bats do not have an attack audio clip to play when hitting a player.


Credits:

Music, SFX, pixel art (including re-colouring sprites), game design and scripting by Jameson Bell with the following exceptions:

Starheim Asset links and credits:

Art:

Super Platformer Assets:

https://assetstore.unity.com/packages/2d/environments/super-platformer-assets-42013

Stephen Challener (Redshrike):

https://opengameart.org/content/bosses-and-monsters-spritesheets-ars-notoria

Ansimuz.com

https://opengameart.org/content/gothicvania-town

https://opengameart.org/content/mountain-at-dusk-background

https://opengameart.org/content/magic-cliffs-environment

KnoblePersona

https://opengameart.org/content/ocean-background

GrafXKid

https://opengameart.org/content/jellybot-enemies

PWL:

https://opengameart.org/content/seamless-cave-in-parts

FunWithPixels:

https://opengameart.org/content/bob-ross-inspired-mountain-background

Jkjkke:

https://opengameart.org/content/background-5

SFX:

LiamG_SFX:

https://freesound.org/people/LiamG_SFX/sounds/334234/

The Game Audio Tutorial:

https://www.amazon.co.uk/Game-Audio-Tutorial-Practical-Interactive/dp/0240817265

Godowan

https://freesound.org/people/Godowan/sounds/240469/

Font:

Pixel Dead by Press Gang Studios

https://www.dafont.com/pixel-dead.font




Development log

Comments

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I enjoy the game and found a little bug, if you jump in a ladder you stuck for a second I think. 

(+1)

Thanks for playing! I'm going to be taking a good look at movement, including those sneaky ladders in the next build.

The gravity of the jump it's a little too fast.

(1 edit)

The most common issues I've seen people bring up so far are about movement speed, jumping and such. I'll definitely do some tweaking. Thanks for having a playthrough!

I enjoyed what I played of it, but I have a couple things that you may want to consider changing. For one, the character moves to fast when you first hold the button, it makes it hard to line yourself up with a ladder. Second, the player moves to fast horizontally on ladders, I fell off of them a lot because I was trying to move out of the way of something. Third, the jump arc kinda feels too short and awkward, like its too vertical.

(+1)

Thanks for playing! I'll make a note of those and see if I can improve them.