Strawberry in the Underworld by Manky
CONTROLS
WASD == Movement
Spacebar == Jump
S + Shift == Dig
W == Return to surface (next to a vine)
As HTML5 does not natively support gamepads, I recommend downloading JoyToKey and mapping the inputs that way, although the game is perfectly playable with a keyboard.
You can download JoyToKey here:
http://joytokey.net/en/
Music and sound effects were created using pxtone Collage, which you can download here:
http://www.cavestory.org/pixels-works/pxtone-collage.php
Aside from a few basic systems I've made in previous projects (asset management, handling of animations and audio elements, etc), everything you see is coded from scratch in Javascript. This game was not built on any external framework and all physics and systems unique to this game were built from the ground up.
I hope it's as fun for you to play as it was for me to make!
NOTICE: I recommend playing this in either Firefox or Chrome, as Internet Explorer seems to crash as soon as you go underground and the sound doesn't work. I'll look into fixing this as soon as I'm able.
5/10/2014
I've now posted a link to the post-compo version, which fixes a number of issues people have been having with the game. I'll be making updates to this periodically, as there are still a number of bugs to fix and some polishing work to be done.
For the sake of fairness, PLEASE do not play the post-compo version until you've played and rated the original!
WASD == Movement
Spacebar == Jump
S + Shift == Dig
W == Return to surface (next to a vine)
As HTML5 does not natively support gamepads, I recommend downloading JoyToKey and mapping the inputs that way, although the game is perfectly playable with a keyboard.
You can download JoyToKey here:
http://joytokey.net/en/
Music and sound effects were created using pxtone Collage, which you can download here:
http://www.cavestory.org/pixels-works/pxtone-collage.php
Aside from a few basic systems I've made in previous projects (asset management, handling of animations and audio elements, etc), everything you see is coded from scratch in Javascript. This game was not built on any external framework and all physics and systems unique to this game were built from the ground up.
I hope it's as fun for you to play as it was for me to make!
NOTICE: I recommend playing this in either Firefox or Chrome, as Internet Explorer seems to crash as soon as you go underground and the sound doesn't work. I'll look into fixing this as soon as I'm able.
5/10/2014
I've now posted a link to the post-compo version, which fixes a number of issues people have been having with the game. I'll be making updates to this periodically, as there are still a number of bugs to fix and some polishing work to be done.
For the sake of fairness, PLEASE do not play the post-compo version until you've played and rated the original!
Ratings
| Coolness | 69% | 3 |
| Overall | 3.31 | 425 |
| Audio | 3.53 | 138 |
| Fun | 3.16 | 427 |
| Graphics | 3.80 | 192 |
| Humor | 3.12 | 199 |
| Innovation | 3.15 | 487 |
| Mood | 3.38 | 260 |
| Theme | 3.96 | 56 |
I found the controls a bit floaty, and it was frustratuing to lose my progress when i died. Hoever, the puzzle aspect was really well done and it looks great.
I wish there was more than one level!
Art and music are like fun old-school console. Enjoyed it.
Also, it's not very comfortable to move with left hand and jump with space. So I attached gamepad. But may be it'll be good idea to duplicate WASD to arrows.
Good entry!
I wish the keyboard was more suited to platformers, but it's really hard for it not to feel awkward, which is why I recommended using a gamepad. Even so, giving the option to use arrow keys is a pretty stupid miss on my part.
I'll definitely get a post-compo version out that feels a little nicer to play and relies less on strict platforming. Again though, thank you for playing and possibly enjoying! This was definitely a fun one to make! :)
Good job!
Amazing art, good sound/music.
Sort of reminded me of Eversion, but stylized and much better than Eversion.
The dig idea is interesting but in this case doesn't really seem to add anything other than complicating the gameplay for no gain.
The game camera seems to work in an odd way and is in the wrong place most of the time.
The amount of momentum the character can build up make the controls feel bad for a platformer which is something you seem to have noticed considering you don't need to do a single difficult jump to complete the game. There are plenty of platformers where you can have good control of your character even with a keyboard I don't think that works as an excuse.
When you notice yourself redesigning the levels to fit your controls and camera you should probably take a step back and think about what you really want from your game.
Overall a pretty nice looking platformer. Some depth and difficulty would be nice.
About the controls, I think you should support arrows next time, and also maybe just holding one second the down key is ok (no need of shift).
Really cool concept and nice execution.