Platforming Knight by Jakupf
Platforming Knight is a mix of platformer and turn based RPG. Your goal is to reach the end of each level (Downward arrow) while avoiding enemies and spikes.

Moving around and attacking is done by picking action from the list. This will start your turn and after it finishes, enemies will get their own. When you want to move, you need to choose jump height and distance. It might be hard to get used to at first, so make sure to try it out for a bit. Additionally you need to keep an eye on stamina meter, you won't be able to perform actions if it gets too low. You can always regenerate it by using "Guard" from combat moves, or by drinking stamina potion! Killing enemies gives you XP, collect enough and you will be able to level up. With each level you gain more stamina, and every so often you unlock extra stamina potion. Oh, and you can stun enemies by jumping on them.

Update: Fixed stun effect not going away after it ends or enemy is killed. Fixed collision with background tiles on level 3 which made it impossible to complete. Fixed death sound stacking when killed by spike.
Update 2: Made a HTML5 version of the game so you can play in browser. HTML5 version doesn't support shaders tho, so I still recommend downloading the game if you have time as it looks slightly better this way
Update 3: Turns out text was messed up in HTML5 version so I fixed it and added disclaimer in the main menu.
| HTML5 (web) | https://jakupf.itch.io/platforming-knight |
| Original URL | https://ldjam.com/events/ludum-dare/41/platforming-knight |
Ratings
| Overall | 460th | 3.556⭐ | 20🧑⚖️ |
| Fun | 1037th | 2.722⭐ | 20🧑⚖️ |
| Innovation | 77th | 4.083⭐ | 20🧑⚖️ |
| Theme | 213th | 4.056⭐ | 20🧑⚖️ |
| Graphics | 605th | 3.444⭐ | 20🧑⚖️ |
| Given | 16🗳️ | 5🗨️ |
@artur-hawkwing Thanks for having look at my game! Funny thing is, I actually layed down framework so the delay between each movement can be dynamically changed, or even reduced to 0 making each action happen instantly. And while adding option to the game which lets you change that delay would take me 5 minutes, I completely forgot to add it before I uploaded the game, and I think it would help make game feel less tedious and slow. It was my first jam, and I didn't really do well with time management, there is a lot of almost completed features in the games code (1 more enemy type, high score system based on turns it took you to complete level and stamina you used and also mentioned delay changing), but I run out of time before I could finalise them. Let's hope I will be able to prioritize features to add better next Ludum Dare!
@DrSkort Thank you!
One way to slightly speed things up would be to move the enemies simultaneously.
Finding out which is the optimal movement is difficult but challenging at the same time. I wish there was a repeat function. The graphics are pretty and suitable for the genre.
Keep up the good work!!
@gafblizzard If enemy tries to move into the same tile you are standing, and you aren't guarding in the direction enemy comes from, you will lose. If enemy stands on the tile next to you and you use attack in his direction, you will kill him. At first all enemies would move at once but I thought it didn't feel like a Turn Based RPG so I changed it to current system.
@Number6406 The move preview was one of the planned features however I didn't quite know how to add it and I ran out of time. While it would certainly make game easier, I think it would be perfect as an option to lower difficulity.
Nice work! One piece of feedback I'd suggest is making the menus a bit faster to navigate. Something like using 1234 instead of Arrow > Z > Arrow > Z might make it faster to blast through the flats and really would add a sort of "I feel like I'm really good at the game!" feeling once you got the patterns down pat :D