RPG-Platformer(Demo, kind of)
This is my first game/prototype for a game, platformer meets RPG.
I uploaded it here so I could get some player feedback before I continue any further and to see if people would be interested in something like this, so please comment down below to let me know.
CONTROLs
Movement: WASD keys
Attack: Left mouse click
Jump: Space bar
Comment
Please comment on anything you think I should change or add
Tell me if you would play a game like this if it was complete with a more polished look and animations, with more RPG elements, Storyline, and a lot more content.
Status | Prototype |
Platforms | HTML5, Windows |
Author | NeonKniight |
Genre | Platformer, Role Playing |
Made with | Unity |
Tags | 1-bit, Black and White, Pixel Art |
Download
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RPG-Platformer.zip 31 MB
Comments
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Fun and relatively simple gameplay. Feels like it's missing something though. Maybe it's not as difficult as I'd like it to be? The level design could use some work.
Also, some platforms and ladders are very difficult to get to when playing classes other than the archer, due to the slower speed.
Music is good.
thanks
I haven't played much of it yet. I tried the web version, and on my system at least movement is very jerky - but maybe that's juts a web version problem, I see a lot of developers saying "web version doesn't work right" for some reason for their games. The style has a bit of a retro look that I do kind of like, and it could have potential.
But I think the one comment I have is the comment I seem to put on *every* platform game on itch : please don't use the mouse just to get a fire button. The mouse isn't just a button - the mouse is used for positional things (like aiming). If a weapon, or whatever, doesn't use the positional aspects of a mouse not only does it break a user's mental model of using a mouse, but it also makes it less usable on some laptops (mine for example disables the touchpad for a brief time after keyboard input to prevent accidentally moving the cursor when typing).
3D games use WASD/Space/Mouse because they need controls that allow movement in at least 4-5 degrees of freedom. Games that require precision shooting would of course need to use the mouse for aiming. But using the mouse for a 2D platform game with a forward-only weapon makes the game accessible to fewer devices.
Thank you for your input, One of my friends said the same thing about using the mouse so I'm planning on either adding an aiming aspect or just changing the attack/shoot to another key.
Looks really cool! I have a couple of tips:
-For the movement, you're normalizing the vector, which means that the value of each axis is -1 to 1 normally, but -0.7 to 0.7 if both axis are in use at the same time, this is to prevent having more speed diagonally in top down games. In your case you want to disable this in your code, or if you're using the new input system, use separate analog values for x movement and y movement. (this is to solve the slowing down that occurs when you move while pressing W or S).
-If you double jump really quickly, the character goes waaaay too high, but if you jump a second time after a while, it barely goes up. This feels very inconsistent.
I really like the style :) keep it up!
Thank you for your input, I have fixed the Double jump.
Forgot to reset the players rigid body velocity to zero before adding velocity for the second jump