KiberQuest
A downloadable game for Windows
Download NowName your own price
This is a little passion/learning project that I am making for my wife. Feel free to download and try it out. Feedback would be greatly appreciated.
It supports controllers too.
I would also like to give credits to Pixel Frog for making this amazing sprite pack Pixel Adventure 1 & 2 as well as to Dustyroom for the casual game sounds and GWriterStudio for the music.
Controls:
Keyboard:
Movement - WASD
Jump - Space
Double Jump - 2x Space
Sprint - hold Shift
Controller (as in a PS4 controller)
Movement - Left stick
Jump - X button
Double Jump - X X
Sprint - R1 button.
Enjoy the game :)
Version 0.4:
Added Enemies.
Fleshed out Main Menu.
Added an entire new level.
Status | In development |
Platforms | Windows |
Author | Christian Karlsson Korbacz |
Genre | Platformer |
Made with | Unity, Aseprite |
Tags | Action-Adventure, Arcade, Cute, Difficult, Fast-Paced, gamepad, Pixel Art, rage, Short, Singleplayer |
Asset license | Creative Commons Attribution v4.0 International |
Download
Download NowName your own price
Click download now to get access to the following files:
KiberQuest 0.4 (Current) 121 MB
KiberQuest 0.35 (Old) 42 MB
Development log
- After a looong while 0.4 is out. Finally...Jul 12, 2022
- Continuation of development for KiberQuest.Mar 03, 2022
Comments
Log in with itch.io to leave a comment.
This was a fun game. I really enjoyed it. Found major exploitable glitch though lol
It is a very nice game. Definitely to learn from.
In terms of improving I haven't really made a platformer but I think these should help. Please remember this is my interpretation and could be wrong.
1.) I think your using a capsule collider 2d on the character what does lead to the character sliding off the edge of tiles. Can either change the collider or use some kind of edge detection and mix with tip 2.
2.) Coyote time. Just that little something as you get to the edge but don't quite make the jump in time.
3.) Personally I would slow down the animation on the fruit. Just feels faster it runs faster than the rest of the level.
4.) In terms of jumping . Take your second screenshot for example. Your jump is great to jump through it (I guess the intended route), but is a bit too vertical to say jump over the blade underneath. perhaps add some forward movement/momentum.
5.) In terms of level design. Use that second screenshot again. If we took them boxes away and just used the rectangle platforms, it would probably feel neater and allow space to use tip 4s improved jump. I understand it may be intended to wall jump here. a mechanic you have implemented well.
Hope that helps. If want anymore be sure to reply or message. Can't wait to see where the project goes.
Thank you for your input. I will definately take a look at the things you have mentioned. <3
I will in time make a development log here to keep things updated and announce the new implementations there :)
I tired to implement the coyote time mechanic although it seems I didn't get it quite right. I will have to look thorugh the code again and se were I went wrong there :)
I may have missed the coyote time or it just needs that little bit more.
Will keep an eye out for the devlog. Keep it up!