Super Platformer RPG by Silent Tower Games
Platformer game with turn-based RPG fights. HTML5 game, no library used.
Moveset: - Jump is the standard attack - Hit is a stronger attack, with a one-turn cooldown - Psychic lets you see your opponent's health meter, but uses your current turn


Ratings
| Overall | 406th | 3.299⭐ | 154🧑⚖️ |
| Fun | 456th | 3.09⭐ | 157🧑⚖️ |
| Innovation | 500th | 3.048⭐ | 157🧑⚖️ |
| Theme | 402th | 3.494⭐ | 157🧑⚖️ |
| Graphics | 396th | 3.144⭐ | 158🧑⚖️ |
| Audio | 404th | 2.622⭐ | 154🧑⚖️ |
| Humor | 342th | 2.664⭐ | 145🧑⚖️ |
| Mood | 405th | 2.929⭐ | 150🧑⚖️ |
| Given | 29🗳️ | 15🗨️ |
The enemy's health does not seem to be reset.


@Serious07 thanks, the checkpoint system was a late addition
Also the jumping made me rage a little! hahah
Well i didnt realize what "phsychic" had a sense (i thinkt its for fun :) but overall a really cool game.
Feels like the vertical speed is a bit too high maybe? With some jumps as dangerous as they are, checkpoints could stand be a bit more generous without feeling too easy.
Having to go into each fight multiple times feels a bit strange, but I understand wanting to force the player to redo platforming sections. Maybe if the player could jump over incoming attacks, and do it all in one go?
@Handle good point about jumps being cut off by the screen. If I use this concept for a more serious game, I'll make sure that isn't an issue. Thanks for the feedback!
@neowhoru Thanks for playing! The "psychic" ability lets you see the enemy's health bar.
@CrispyPear I agree that health regeneration from falling death sort of throws off the balance. If I spend more time on the game, that's one of the things I'd like to fix. I appreciate the feedback!
@bitjester-media I agree that the jumping/vertical speed could feel better. If I take this project farther, I'll spend a lot more time ironing out issues like the jumping speed, as well as the other things you mentioned. More balanced battles, a way to dodge attacks, perhaps a different checkpoint system altogether, etc. Thanks for playing!
Platforming and turnbased nice combo.
The art style is nice, but it could probably use some music or something.
As for the checkpoint system, when you die it restarts you where you won your last fight. Enemies don't respawn, and if you lose a fight to an enemy, it does not regain any health when you die so it's easier to defeat.
The nitpick I have is that the fights were pretty repetitive and I was just hoping them to end so I could get back to platforming. I still like the idea though. With some more thought and dept in battles this game could have some potential!
I did find a bug in the area with the S after lvl 3 there's no hitbox in 1 specific wall not sure if its intentional or not
And the checkpoint system was the best part of it

I would have liked some additional options for combat or maybe a way to reduce or avoid the damage like in Paper Mario. Some of the platform elements were difficult and it sometimes frustrating to get through a hard area only to have the enemy roll a 6 and kill you in two hits.
Nicely done!
You can check it out mine (another platformer): https://ldjam.com/events/ludum-dare/41/think-before-escape
The two genres are present and work together for the user experience.
A little bit of context would help to give these little guys a purpose to defy each other.
Nice platforming level design.
Good work!
@Jamblefoot Thanks for playing! As for your question, when you level up, it just increases the effectiveness of your attacks. If I make this into a full game, there will definitely be a more robust RPG section.
Well done :)
Though I have to agree with @superpokeunicorn that these elements just seem to separate from one another. It would actually be a pretty simple fix to blend what you have. Perhaps the health in combat and platforming could be shared, so your performance in one phase has dramatic consequences in the other.
I also think the jump can use some work. As is, the jump height is very high but the gravity is way too heavy. You have almost no time to correct yourself in air to reach the next platform because you're being pulled down so fast. It honestly might feel better to reduce the jump height and the gravity. It would make the jumps have a longer arch and give more control in the air. Either that, or a short double jump can let players recover in air. Players that enjoy hardcore platforming tend to prefer forgiving controls but brutal level designs.
Overall a very clean build, would love to see where you take it post jam!
It reminds me of paper mario lol
As some people have mentioned, the platforming physics could use some tweaking, the jump arc happens too fast and it makes it frustrating.
The game, however, as it is right now is quite boring. The combat, unless I've misinterpreted something, is mindless and the platformer is quite mindless as well. Missing a jump gives me a sort of annoyed feeling; that I didn't something wrong, it's the game that a tad too fast, I'd say. 10-20% slower overall (movement, jump, fall) would probably feel better (I know this is hard to balance when you spend loads of hours testing your own game).
Other than that, it's a really neat game. It looks great, sounds great and runs great/smooth. It's has some great and polished features that really defines the game. And playing games made with javascript just gives me a great feeling.
Feel free to check out my web "game" [Story Collab](shttps://ldjam.com/events/ludum-dare/41/story-collabs), I'm in dire need to ratings! :grin:
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape