It is a short platformer sort of thing where you have a sword and it’s made pretty much exclusively in javascript. I also made all of the assets and everything.
I wanted to create my own version of the platform game. In my game, the player collects corn as energy points. These energy points allow the player to defeat enemies. Each time the player kills an enemy, two new enemies spawn. Once the player has defeated five enemies it wins the game.The player should keep an eye out for surprise features during the game.
It was difficult to make the enemy move. Once I did get the enemy to move, it was only moving in a straight line and would always end up stuck in the corner
I also had difficulties editing my tilemap after I initially set it up. This caused lots of issues and I had to start over the day before it was due (copy and paste did not work on my code so I had to rewrite it all)
Game Unfinished Component
Every time the player jumps the enemy jumps. I wasn’t sure why this was happening because I turned the automatic controls off for the enemy.
I also would like it if the enemy was always heading towards the player
Game Next Steps
I would add more surprise elements. I currently have the magic corn, which is worth ten corn points, but I think it would be cool to add other elements
One element that I would have added is a portal for the player to travel through to another spot on the screen
I set out to try many of the features that construct offers, like adding behaviors to characters as well as items, and using them to fit my goals for the game.
Figuring out how to get the jumper enemy to move from platform to platform. Also just dealing with construct in general was annoying.
Game Unfinished Component
I wanted to make the jumper’s jump height/sustain/whatever based on the platform it would move to. With the current values I haven’t tested enough to be sure that it can make any jump. I also didn’t add hitboxes to the enemies which I considered doing.
Game Next Steps
It would be cool to figure out how to generate levels that aren’t just standard left to right.
Interactions of elements between layers of the game, deciding what i did and didn’t want to interact with each other.
Game Unfinished Component
Little fixes like element positions, character animations, user interactive accessibility, and bigger stuff like more challenges, instructive text throughout to help the user, and a boss fight at the end that got detrimentally truncated
Game Next Steps
Fix all the current problems with the game(small fixes from above)
I set out to make a Platformer that had randomized key locations based on each round of the game. I then wanted to make it so that the keys unlocked a door at the top of the map. I wanted to use as little of the tutorial as possible and figure most of it out as I worked.
The randomization of the key locations was pretty difficult, as well as the overlay of the background layer.
Game Unfinished Component
I wish I had had more time to randomize the location of the locked door and make more levels of play. I also wish I had added enemies and maybe a timer so a player could try and beat their time.
Game Next Steps
I would probably figure out how to randomize the door location and make another level if possible.
I set out to create a game that was an infinite loop, I wasn't really too interested in keeping score and wanted the player to discover what the goal was on their own!
I originally planned on making several levels of the platformer game, but upon looking more into it I decided that my energies and time was better focused on perfecting a difficult but not impossible singular level, that would likely take the player more time than a multi level game may have done.
Game Unfinished Component
I considered adding monsters, or another sprite that would also reset the player back to the beginning, for an added layer of both coding and playing complexity, but I am ultimately content without them as the game takes long enough on its own.
Game Next Steps
I would probably dive more into creating new levels, and maybe adding more obstacles!
The biggest challenge was creating a radius of light around the fireballs, as well as the player.
Another challenge was making the “You Win!” text.
Game Unfinished Component
I hoped to have torches around the map, as well as multiple stages/maps with different bosses, but due to time constraints, I was unable to do this.
Game Next Steps
I would add multiple maps and bosses. I would also add more diversity to the map, like torches. I would also add multiplayer, like battles between who can complete a level faster. I think bosses would be pretty easy, as well as multiple maps, but I ran out of time.
I wanted to make a difficult platformer game that couldn't be beat on the first try. The extra additions of the pathfinding ghost and the upside down parkour makes the game hard to beat.
This game's biggest challenge is the flying ghost that kills the character whenever they come in contact. This brings your character back to the start which can be frustrating. The upside down world in this game is also challenging as people aren't used to playing games upside down.
Game Unfinished Component
I was super happy with how my game came out and had nothing important that I wanted to add that I didn't get too. If I had to add something, I would switch to a 3rd gravity switch midway through so the game could be more complicated.
Game Next Steps
I just saw a platformer game that could run up the angled platform blocks. I would have liked to do this because the character in my game gets stuck against the invisible part of the block.