The Mansion by EVEN GAMES
You have to escape the haunted mansion, but you soon realize it's going to be harder than expected. A very difficult platformer that counts 30 levels behind the Mansion's door for the boldest of you. Who is going to be able to finish the game ?
Have fun ! (if you dare)
GAME MAKERS RECORD - Level 22
CONTROLS :
Arrows/ Joystick: Movement Spacebar/ A (xbox) / square (dualshock) :Jump / Double Jump
ADDITIONAL MOVEMENT CONTROLS :
The longer you hold the jump button, the higher and further the players goes. Wall jump can be performed by jumping in the opposite direction when in contact with any vertical obstacle.


EDIT:
-fixed level 15 spawnpoint that made it impossible to proceed in the higher levels -fixed double jump and bad trampolines.
ABOUT US:
Even Games is a team of five but we worked as three (game design, programing, and sound) for this game jam. This is our very first video game and game jam.
(special thanks to Shinghost for designing the level 15)
Ratings
| Overall | 558th | 3.414⭐ | 31🧑⚖️ |
| Fun | 805th | 3⭐ | 31🧑⚖️ |
| Innovation | 1088th | 2.589⭐ | 30🧑⚖️ |
| Theme | 965th | 2.981⭐ | 28🧑⚖️ |
| Graphics | 425th | 3.679⭐ | 30🧑⚖️ |
| Audio | 391th | 3.259⭐ | 31🧑⚖️ |
| Humor | 671th | 2.442⭐ | 28🧑⚖️ |
| Mood | 741th | 2.964⭐ | 30🧑⚖️ |
| Given | 27🗳️ | 26🗨️ |
With that out the way, booting up Windows just for you, let's jump in. After a few tries I managed to get to level 18, the first one with the portals. Wasted two lives there trying out how they worked and didn't have it in me to start from the very beginning again for two reasons:
- Wall jumping, which is not used that much thankfully, is buggy. The walls disappear nearly immediately after contact which is unlike the floors as they disappear only after leaving the platform, not before. Maybe you didn't have time to implementing a *stick to walls* feature, but it would have been a much needed improvement.
- The trampolines are still buggy, or at least too inconsistent. Hitting the side sometimes causes the jump height to halve, leading to death in most cases. The trampoline should always launch the character the same height no matter where you hit it.
Basically, with limited lives the controls and mechanics need to be polished to perfection. If you did the usual thing, infinite restarts from the beginning of the current level, then these issues would be merely annoying, not utterly critical.
The visuals are fine, everything is quite small though. The levels could be zoomed in a bit. Maybe the last 10 or so levels use the space more effectively.
A difficult platformer is not an innovative prospect these days, even if bringing back the old, *finite lives system* from the arcade days sure is bold. Fits thematically, yet I've seen these falling floors a few times already.
Solid work for a first jam project. The technical issues are most unfortunate.
Overall: *Above average (3.5)*
Fun: *Above average (3.5)*
Innovation: *Below average (2.5)*
Theme: *Average (3.0)*
Graphics: *Good (4.0)*
Audio: *Above average (3.5)*
Humor: *Nah! (n/a)*
Mood: *Above average (3.5)*
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42