Made this using the assets from Toybox Jam 3. It's may preferred style of action-platformer, based on things like Momodora 4. The enemy behaviors and especially the bosses aren't as in-depth as I'd like, but I hit the token limit rather quickly. The goal is to just make it through the dungeon, which also requires killing the 4 bosses.
I tried to avoid the common aspects of 2d platformers that I don't like. In particular, enemies are physical objects that don't just magically hurt the player character on contact. At the very least, they have to be doing a ramming attack for their bodies to be hurtful. I also made the spikes on hurt if you actually fall on them.
The map is 185x99 tiles big and has 4 separate layers (background, foreground, geometry and tile palette), but the 4th one is barely used because I was having trouble compressing the map enough. The way the map is stored is slightly different in that the background and foreground are mixed with a separate "mask" map for separating though. This is so that the mask layer can be only 1's and 0's and thus easier to compress. The map was created externally using Tiled Map Editor, with some lua scripts to convert.
The cart and code are free to use. I just don't like putting things in creative commons because as far as I know that implies an expectation or requirement of attribution. Frankly I don't care about such things. The credits for the art and sound are listed on the jam page
Edit: Oh right, also, the code was minified, so here's where the actually readable version of the code can be found: https://kimiyoribaka.itch.io/deathsbog. It's labeled as "raw".
The sword hits beside the player but not above or diagonally where it is needed most to hit an enemy, @kimiyoribaka. While you don't need to have the graphics or animation for this, it should still be counted.
Also showing red sparks when the sword hits nothing might confuse the player to believing they are hitting an enemy. Suggest saving sparks only for when an enemy IS hit.
@dw817
Good points. I was hesitant early on when making the player object about the sword strike, but I'd forgotten about that by the time I'd finished. It's a lot less noticeable for me because I constantly jump when fighting anything but the snakes.
I've changed the numbers so that the sword hits directly above and diagonal, with the slight decrease in realism that the sword hits a couple pixels beneath the player character's feet. The reason for this is that I think it's also important that the sword hit enemies if the player takes the risk to jump on them (which is sometimes useful for the bosses). Also, the diagonal range might be a bit far, since the damage is in a rectangle, but oh well. I also don't mind the player being able to hit through ceilings at some points. Honestly I was trying think of more ways to subtly favor the player anyway since the game came out harder than I wanted.
For the sparks, I changed the range of colors to not include red any more and decreased the number of sparks. However, the non-red ones are specifically for hitting the ground. I do want that there as part of the difference between the ground and air attack.
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