Pusakal
The Player, Abu, is a cat with a condition where his third eyelids are black-shaded which is why he can’t see much in the dark. Luckily enough, he has a robot companion Mr. Fish as his light source. At the start of the game, the player is plummeting into the sewer. The player can strike enemies with various guns and weapons that can be found throughout the levels. You can also gain permanent power-ups by drinking alchemic potion. The levels are dark with little to no lights.
Status | In development |
Platforms | HTML5 |
Rating | Rated 3.0 out of 5 stars (1 total ratings) |
Author | Soyabird |
Genre | Platformer |
Made with | Godot |
Tags | 2D, Action-Adventure, Bullet Hell, Metroidvania, Pixel Art |
Comments
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I really love this genre so I'll try to give an honest and fair review. In spawn after death, there is a fade in transition. Maybe the character shouldn't be able to move until the fade-in transition ends because there is an area (where you get the shotgun) where if you press forward while in that fade-in transition, you'll dead die from the spike before you see even your character. The control for wall jump is not too intuitive; I’m not sure if it is shift+up or shift+right but I think it uses the charges of both wall jump and dash (I’m not sure) Maybe changing the control for it same to jump might help. The spikes where you get the wall jump doesn’t really help to learn the skill since if you fail to use it you die and do everything again to get it. Also, when you drop from a ledge, the double jump doesn’t work. I also noticed the gravity of accelerates the longer you fall, making the character fall off screen when you fall on high ledges. Maybe giving the gravity a fixed speed will help. For the layout of the map, some platforms that block your jump then drop you to the acid are more frustrating than challenging. A shortcut for the weapons would be really nice. Like 1,2, and 3 button to switch. I think it would help if there is a vision around the character for the enemies because the flashlight does not really help see when the enemies are next to the character. Overall, I see the vision of the game trying to give a new take on the side-scroller. I hope this help to make the gameplay feel a little smoother.
Thank you, I haven't updated since the end of Pirate Software gamejam, I've been busy with GMTK gamejam, but I'm continuously developing it, I've fixed some quality of life like checkpoints, so it's not too punishing, proper inventory , map, and many more, it was also a bit of a rush when it was uploaded due to the limited time of the jam. You're right, the player should not disappear from the camera, and the player's delay before moving is quite short in the fade, as well as the placement of other power ups, I'm also adjusting some things in the movement to make it more intuitive. Thanks again..
I figured these issues came from time restraints since this game was made for a game jam. I still enjoyed the game though so good luck with your next games and game jams!
Yes😁.. I'm glad that you enjoyed it. You can also try my submission to GMTK game jam, titled Boneless😁.. Thanks!
Could you please add controller options specifically for crosshair controls? This feature would greatly enhance the gameplay experience by allowing more precise aiming and customization for players using controllers.