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 Post subject: Dank Tomb, Pico-8 game
PostPosted: Tue Jul 25, 2017 10:55 am 
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Dank Tomb has just been released.

Haven't had a chance to play through it yet, but I am really impressed by this.


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PostPosted: Tue Jul 25, 2017 11:26 am 
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Jumping is a little wonky, it forces you to be halfway off the platform for jumps to work.

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PostPosted: Tue Jul 25, 2017 12:11 pm 
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I think the jumping and the destructing platforms are suffering from the "you need to be the programmer and/or know beforehand how to time this"-itis, because it's infuriating. The visuals are great from what i can tell from the little progress i've made. :oops:

Holding C will result in the following: long jump, then several short auto-jumps.
Releasing C will result in yet another long jump.

This feels unintentional/unnecessary and confusing. :/

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PostPosted: Tue Jul 25, 2017 12:22 pm 
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I didn't have that much trouble with it. Probably easier with a controller.


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PostPosted: Tue Jul 25, 2017 1:07 pm 
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To be perfectly fair, you adapt after a while, but... i think i'd maybe prefer if the jumps were slightly "too long" over slightly "too short", so that the skill is timing how long i should hold C rather than how close to the edge i must stand.

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PostPosted: Thu Jul 27, 2017 10:38 am 
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Yeah it suffers from Megaman 9 pits. There are many pits that you barely make it over with your jumping ability.

FrankenGraphics wrote:
Holding C will result in the following: long jump, then several short auto-jumps.
Releasing C will result in yet another long jump.

Yes it has both variable height jumping (which is a good thing) and rapid-fire-jumping (which is a very annoying thing). It would be better to only allow one jump per press.


Other than the jumping the controls are good though, and visually it looks great.


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PostPosted: Sun Jul 30, 2017 12:31 am 
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Played through!

The good:
-Very nice graphics and effects
-Very high fun per kB ratio
-Feels like a complete experience within its restrictions.
-Might want to return to get the 7th graal i didn't find.

The bad:
-Sometimes, platforming elements get in the way of puzzles; especially the northernmost one. I'm wondering if it is possible to add one more "magic floor" without breaking the puzzle here.
-Jumping could be better. IMO: Autojump should be disabled. Jumping "height" should be increased just by a little.

Another note:
I'm pretty sure i managed to cheese through a column puzzle by jumping diagonally, cutting through hit detection of two columns placed above and left of me. But it felt like a discovery, so it's not necessarily bad.

Some technical concerns:
You can jump in an upwards diagonal, but you can't jump in a downwards diagonal (when pushing down+l/r, i can't jump. Or, when jumping downards, i have to toggle between down and the other direction to approximate a diagonal move) This might be a laptop/keyboard issue, but it's worth mentioning. It made a few platforming rooms a pain.

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PostPosted: Sun Jul 30, 2017 3:52 am 
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Sounds like keyboard ghosting. I guess it could be solved by allowing remapping of keys manually so you can map them to a combination of keys that does not cause ghosting on your particular keyboard.

A solution for the player is to use a gamepad or mechanical keyboard with NKEY rollover.


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