Pipe Dreams by JAH2488
Pipe Dream is a horrible name for a minimalistic (and extremely unforgiving) retro platformer with a constrained color palate.
Controls are simple and arrow based. Jumping is controlled by the spacebar and up arrow key.
Avoid the spikes and search for color powers to help you beat each level.
Sometimes you won't be able to cross a jump and may need to latch on to the platform above you to get across.
There are five levels in total, there would be more, but that 48 hour deadline catches up on you.
*** YOU CAN STICK TO THE CEILING, THAT WAS INTENTIONAL ^__^ *****
Controls are simple and arrow based. Jumping is controlled by the spacebar and up arrow key.
Avoid the spikes and search for color powers to help you beat each level.
Sometimes you won't be able to cross a jump and may need to latch on to the platform above you to get across.
There are five levels in total, there would be more, but that 48 hour deadline catches up on you.
*** YOU CAN STICK TO THE CEILING, THAT WAS INTENTIONAL ^__^ *****
Ratings
| Coolness | 59% | 3 |
| Overall | 3.39 | 344 |
| Audio | 3.30 | 204 |
| Fun | 3.11 | 438 |
| Graphics | 2.91 | 652 |
| Humor | 2.40 | 444 |
| Innovation | 2.97 | 679 |
| Mood | 2.93 | 518 |
| Theme | 3.44 | 657 |
Trying to show the inertia needed in jumping over obstacles, possibly too hard.
Also, the spikes look like Hershey Kisses, which makes me happy. B-)
I'm thinking that some sort of visual cue would probably due the trick.
I made the second level kind of as a tutorial for that mechanic, but less subtly would have been good.
Jumping-physics are somewhat off. you can reach max height only when already in motion, so you often don't seem to get over simply obstacles.
For exemple, the first red block : I discovered it after a long, not so easy sequence, and as I didn't learn how to use it, I died almost right after, respawned at the beginning and then rage-quit the game :-p
It would be better to put it at the beginning of a sequence so you can learn how to use it, even if you die a few times right after it's no big deal, and won't prevent your game to be devilishly hard... just less frustrating :-)
But anyway I enjoyed my play, t'was fun :)
Talking about the jump, the controls are spot on. Well done.
In fact I may do just that in a minute. So rad.
=== Anyone Who's Talking About "glitchy" Handling ===
This platformer is way smarter that it initially seems. I was about to dismiss it and then was rewarded (repeatedly) for perseverance. One of my favourite platformers in ages.
I would gladly play more of this, and wouldn't bat an eyelash at paying for the privilege if it had a highscore/replay system.
Also: I loved how many different approaches you allowed for, reminds me of the advanced pathways in Mario games
Seriously good work!
About yours now, it's an interesting platformer.
I think you should make like, 2 or 3 stages forcing the player to understand one aspect of the game mechanics one at a time. Tutorial levels yeah? But minnimal, no textwalls. Mainly cuz, "ain't nobody got time for that" :3