Poisoned Palace by jordantanner

A challenging 2D Platformer with Action-RPG elements.
Get to the top and kill the boss as fast as you can before the palace fills up with poison!

How To Play:

Play in browser: https://jordantanner.itch.io/poisonedpalace
##### Performs best on Chrome or Firefox.
Battle endless enemies as you rush to the top of the palace, avoiding the ever-rising poison (causing you to run out of space). Find the evil Heart of the Palace and destroy it as fast as you can, or simply see how long you can survive as the difficulty timer ramps up!
Post your fastest run times and highest difficulty levels below!


https://youtu.be/1_2j-22Qkb4


CREDITS:
Game made by [Jordan Tanner] (https://twitter.com/MrJordanTanner): Code, design, art, music, sound.
About Development:
The game was built mostly during the 72 hour Ludum Dare 42 game jam. As the jam rules allow, I used some base code from a previous platformer project I'd worked on in the past. This allowed me to focus less on coding and more on the art and level design.
Development time:
- 60% Graphics and Level Design
- 30% Coding
- 10% Sound and Music
Font: Robo by George Edward Purdy.
https://www.dafont.com/robo.font
TOOLS:
- Unity
- Propellerhead Reason
- Ableton Live 9
- Photoshop CC
- Adobe Premiere
- SFXR
This game was made for Ludum Dare 42! The theme was "Running Out of Space." Please leave a comment and let me know what you think of the game! Feel free to share your best run times and/or highest difficulty levels survived! Thanks for playing!
COMING SOON:
- Windows / Mac / Linux port
- Additional content
Please PLAY & RATE here:
| HTML5 (web) | https://jordantanner.itch.io/poisonedpalace |
| Original URL | https://ldjam.com/events/ludum-dare/42/poisoned-palace |
Ratings
| Overall | 261th | 3.702⭐ | 59🧑⚖️ |
| Fun | 244th | 3.618⭐ | 57🧑⚖️ |
| Innovation | 693th | 3.082⭐ | 57🧑⚖️ |
| Theme | 824th | 3.218⭐ | 57🧑⚖️ |
| Graphics | 269th | 3.929⭐ | 58🧑⚖️ |
| Audio | 196th | 3.611⭐ | 56🧑⚖️ |
| Mood | 117th | 3.815⭐ | 56🧑⚖️ |
| Given | 68🗳️ | 50🗨️ |
Also the pacing might be improved some more. Do you have a dynamic difficulty system in there (on the bottom right)? How is the difficulty level determined?
Maybe the enemies should not spawn infinitely and they should collide, so they don't stack up in a bunch.
This is all criticism on a high level. Great work, for such a small amount of time!
By the way please feel free to leave us some feedbacks on our game!
Graphics and Sound were solid, and both tied together very well to create a kind of oppressive mood, which fit the theme pretty well!
I always try and leave constructive and helpful feedback: I think you'd solve a lot of the issues we saw in the stream, and some game feel stuff, if you added a 4-6 frame coyote time after leaving a block where people could still jump. It would likely solve some of the feeling that some jumps are too difficult to make.
Great entry man!
Whole gameplay is pretty tight and you have a nice basis to just develop further the game ! I feel like you could improve on some points and I hope I have played enough metroidvania/platform jumper to give you a good feedback on your excellent work !
- I feel like the Soul Blast is really overpowered ! Plus it charges really super fast. I'm sure the game would be more challenging with a tweak on it.
- I didn't really feel like I needed to be careful about my health, it's just like I was constantly recovering it while killing monsters ! Maybe you could tune that down a bit to make the game more challenging and fun to play
- Monsters aren't really problematic in my opinion. Maybe add some of them that could shoot stuff ? Or move with a boring patterns (like medusa's head in Castlevania, I'm pretty sure you raged as much as I against these enemies :D)
- The game lacks "visibility", I'm not a graphist but I feel like you mainly created around the same colour palettes (purple/green/gray/deep blue) most of the elements in the game, UI included, and this creates some situation where the game is hard to read, and also a bit too much. Maybe you could add more elements that can be in another colour ? This would add some visibility to the game / UI !
- You could indeed add something to help about the jumps, like some framerates where the game still consider us on the platform eventhough we aren't, just to help the player make these jumps. But it's up to you for this one, I like hardcore platforming haha.
That's pretty much all I can think about ; I'm very glad I played your game, it has a good ol metroid / castlevania / axiom verge vibe that I really love and I hope you'll keep on pushing this game or another project a similar setting/universe. Good job !!
Some suggestions though, it was a bit strange to jump with space, i feel the controls would have been easier to master if i could have jumped with W.
It was also not really clear where i had to go, so a mini-map of some kind would have been great.
The game was stuttering every time i attacked (Win 7, Chrome latest) no idea if that is a feature or a bug.
Overall a great entry, congratulations :)
Good life span and difficulty too. Some imbalance here and there about how hard is the boss and the controls but still it is a lot of fun!
Well done !
Awesome entry!
Thanks for playing/rating my game out, too, btw. :)
this is not an amateurs work...
Very Metroid. in a good way. It's hard (for me)...but fair.
seems like you went all out for this one. Well done.
Cheers !