Sarchasm (Playable Demo)
A downloadable game
This is a demo for a game I'm currently working on.
Feedback is encouraged!
(Sorry for the simple graphics; they're just placeholders.)
Controls -
Movement - "A" to move left, "D" to move right.
Jumping - "W"
Restart Game - "R"
Reading Signs - "S"
Skipping Dialogue - Spacebar
Enabling Variable Jumping - "V"
Mouse will be incorporated in later levels.
Hope you like it!
-Ducksterly
Status | Prototype |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | ducksterly |
Genre | Platformer |
Made with | GameMaker |
Tags | 2D, demo, Funny, GameMaker |
Average session | About a half-hour |
Languages | English |
Download
Download
Sarchasm.zip 210 MB
Development log
- More FixesJul 22, 2018
- Small FixesJun 30, 2018
- Update! (Again...)Jun 13, 2018
- Update!Mar 31, 2018
Comments
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I played this game today, and I liked it—especially the level design. This game does a great job of teaching the player what to expect from their environment and still offers a sizable challenge. When I can get to the end of a challenging parkour portion, get crushed by a spike, and still laugh, that's the kind of 'Foddian' charm I love. It's the thrill of getting back up again, knowing you get a little better every time.
Lots of fun, way too punishing. And I mean punishing, not hard, punishing. Like I get through a hard part just to be killed by an unseen spike and have to restart. Fuck that, that's punishment for success, not something I look for in my games. Shotgun was a great addition, and I loved most of the platforming. But it's so damn punishing I would not play it again.
Hello, I am watching Tim Ruswick's stream from yesterday, and playing along every game.
I had a good time playing your game. I liked the screen-shake a lot. But I'm trying to help you so I'll focus on possible improvements:
I heavily prefer arrow keys over wasd (easier for right-handed play)
I pressed 'R' by accident and lost my progress. Twice.
You can fall out of the map if you hold left or right immediately after entering "let's do it"
Shortly before reaching the end, there was a split, and I wanted to know both ends, but before I knew it I had already completed the game without knowing the other end.
The little chat can be a bit repetitive. At some point I found myself ignoring it because it was getting repetitive. Maybe you could add something that would unconsciously notify the player that he is seeing a message for the first time. An example: Only play the beep beep beep chat-sound if the message is new to the player.
Sometimes staircases are slow because the character is still falling from its previous jump when it reaches the next staircase step, making for a waiting-wallslide. Even if it is only by a fraction of a second, it still slows you down.
I hope you get something out of this feedback.
Cheers,
August
Thank you for the feedback! I'm glad you had a good time playing it. I'll be sure to take your words into consideration.