boost by __init__.py
you're a blue square jumping over spikes. it's a bit dull, but we have a solution - BOOSTS! they'll make you go faster, but are they really as great as they seem?
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<space> or <up> to jump. <a> to interact.
font is Lato Light. otherwise all assets were created by myself.
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This is my first time working with Lua/LÖVE, and I hope you enjoy my game! This is also my first compo submission, and my first solo submission.
I took time out of the game making time to actually learn Lua. It's maybe not something I'd use again, but it was fun to use.
Ratings
| Given | 3🗳️ | 2🗨️ |
I couldn't really get past the second level though. It really should be split into two levels; one with the initial boost and one with the pair of boosts; I kept dying in the second half and had to wait through the entire first section, with no way to speed through it. More importantly, though, the hitboxes on the boosts don't work at all.
On the two boosts, I know I need to pick up one of them but not both. If I pick up the first and jump the second, I don't have space to jump the spikes. If I jump over the first, I can move right through the middle of the second but the hitbox won't register and I won't pick it up.
If you get this fixed (totally allowed under compo rules to fix game-breaking bugs) I'd love to have another go.
>the hitboxes on the boosts don't work at all
You can only pick up a boost if you hit it from the front. It's different from the way most games do it, but I wanted to be unique :P I can understand if it seems confusing/buggy though. I could fix it, but then it'd break level 5 :P
You have to jump so you'd be going through the top of the first boost, then picking up the second boost. Sorry for any confusion. I'll add that to the tutorial so it's less confusing.
>totally allowed under compo rules to fix game-breaking bugs
Oh, good. I submitted a version with level 5 broken - had to post a patch, but by then it was a few minutes late. Good thing that's allowed - I'll update this page with the fixed version.
I wonder if they'd let me add something to the tutorial text?
- textures/landmarks on the floor so you can gauge your speed when there are no spikes
- better game feel for the jump (mayve a different jump arc)
But I like the mechanical interpretation of the theme. Reminds me of managing your speed in _Canabalt_.
- The hitbox issue that I previously discussed with you. I'm pretty certain that it exists, and it's killed me quite a few times.
- The spike and boost graphic both look pretty bad on my computer. I'm guessing that they are pre-drawn image assets? If so, they are not nearly high enough resolution, because they look like pixel art (that's been blurred, because apparently they're being scaled with AA). If possible, it would also be good to use a vector-graphics type approach -- if LOVE supports, for example, something like a fill circle method, that would be a good way to draw the boosts.
Aside from that, the main improvement would be adding sound of some fashion.