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Cart [#54262#] | Code | 2018-07-18 | License: CC4-BY-NC-SA | Embed
21

Rolly

Jump, Roll, Hop and Dive your way through sharp caves to rescue your friends.

Huge thanks to everybody who helped us make this - for contributions big or small. Also, a massive thank you to the Pico 8 community for showing us how it's done!

Controller recommended - here's a link to the game on itch.io which supports xbox controller in browser.
https://davbo.itch.io/rolly

Davbo and Rory~

P#54263 2018-07-18 14:14 ( Edited 2018-07-31 16:42)

Really smooth! Love the music! And the Game Boy style box art.

One minor thing: The screen transitions out in the hub are kind of jarring. Exiting the screen to the left or right and then ending up in the middle of the next screen with a jump-cut is pretty disorienting, and cutting back when you reach the middle of that screen is even more disorienting.

And I'm not sure how long the game is, but there's no save system, which would've been nice.

Great job!

P#54264 2018-07-18 14:34 ( Edited 2018-07-18 18:40)

This. Is. Amazing! :D

A solid platformer with lovely art and music
(also has shades of Celeste - which is never a bad thing!)

I dunno whether you did all the platform code from scratch or used one of the starter libraries, but the collision for the "wall grab" can sometimes seem a little too sensitive (v.frustrating when you just wanna jump over a little hurdle!)

Otherwise, I love it (especially the GameBoy-esque cover) - and can see this becoming another Pico-8 favourite before long.

Congrats! ;o)

P#54265 2018-07-18 15:02 ( Edited 2018-07-18 19:02)

Can't pass the first spikes. Can't get a grasp of the controls. When I push Right + X, I'd like the guy to roll right regardless of which side he's facing.

P#54273 2018-07-18 23:24 ( Edited 2018-07-19 03:24)

@firefly a big thing is to not always be rolling, just use rolling to help give you a little boost around or up. a little "hop" as the game calls it.

P#54276 2018-07-19 00:03 ( Edited 2018-07-19 04:03)

Amazing game! Love it, I can't stop anymore!

P#54278 2018-07-19 01:18 ( Edited 2018-07-19 05:18)

Ok, passed the first spikes. The trick is to roll forward MID-AIR to get a boost. There's potential in the mechanics and the levels I've seen so far make good use of them. I'm still struggling with the controls and wondering if they could be more... intuitive, perhaps.

P#54280 2018-07-19 02:36 ( Edited 2018-07-19 06:36)
:: Davbo

Thanks for playing the game and giving feedback everyone! It's interesting how some problems basically become invisible once we work on the game long enough. Will change our approach a little bit for the next project based on this feedback for sure!

@Liquidream yeah the platforming code is from scratch. The biggest bit of code I grabbed was @freds72's rspr function which was a brilliant help in making the roll so much more expressive without needing to use more than 1 sprite. I could probably strip this back to a starter platformer script with lots of variables for people to make it their own if there's interest - though it would probably be quite token heavy!

P#54320 2018-07-21 05:24 ( Edited 2018-07-21 09:25)
:: mimick

Very nice game !

I loved the feeling, maybe sometimes it overeact a bit, a small push to the button make the character jump far, especially during wall jumps.
Also it's strange that sometimes we need to tap twice to make the character change direction (when we need to do it in a small platform and trying to not fall).

I died 518 times, it's not easy but I enjoyed it a lot. ^^

P#54345 2018-07-22 08:35 ( Edited 2018-07-22 12:35)
:: Scathe

This is great! Reminds me a lot of Super Meat Boy (and even Celeste!) :D

Amazing job!

P#54504 2018-07-29 00:52 ( Edited 2018-07-29 04:52)
:: Davbo

😀😀😀 thanks for playing everyone! It's very satisfying to see people enjoying the game 😁

P#54518 2018-07-29 12:59 ( Edited 2018-07-29 16:59)
:: Jusiv

This was very well made, and packed a surprising amount of variety and depth into its mechanics despite having only just spikes, breakable walls, bouncy walls, and the orbs. Each of the areas managed to feel fairly distinct mechanically even with this tiny range of elements (thanks in a large part to how the orbs both force you to roll and recharge your dash/hop). The level design forces you to fully learn how the mechanics work but does so very effectively, never abruptly plunging you too far in over your head.

Visually it was quite polished, especially with Rolly's animations. The little squish when you land feels great, and despite using the same sprites the hop and dodge still managed to feel pretty distinct between their arcs, animation speed, and sound effects. The opening with everything dark because you're trapped in a chest was neat too.

I don't really have any complaints. It's certainly challenging, and relies on a lot of pretty precise timing, but it's definitely doable. I think the almost soothing sound of the death animation and visual effect is actually a significant part of why this game's difficulty doesn't feel obnoxious, as it doesn't take an irritating amount of time and makes death feel a little less punishing. (The nice music helps in this respect too.)

My main suggestion would be to change the color of Rolly's little head tuft when you've used up your hop/dash (kinda like what Celeste did.) Before I fully figured out how the orbs worked I was really confused when I couldn't hop/dash after touching two without using the ability in between them.
The hub area could also use a smoother camera, as tobiasvl noted.

Here's how I fared:

If nothing else I guess I'm persistent :P

P#54551 2018-07-31 12:42 ( Edited 2018-07-31 16:48)

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