You’ve discovered a hole in your basement that leads down into an abyss of danger and potential game crashes.
A fixed screen platform game with five levels intended to benchmark how to scope for games taking a week’s worth of development. Drop down level by level trying to avoid touching any foes or hazards. High difficulty jumps.
Controls:
WASD, arrow keys, or gamepad to move, spacebar or gamepad buttons to jump.
Further Development
The purpose of the game was to see how much development I could expect from a week’s worth of effort, so my scoping was a little off. If I spent more time on Platformer, I’d:
- Chase down the bug that occasionally crashes the game between stages.
- Increase the difficulty each “round” of stages – currently there’s no curve
- Tighten up each level’s tileset so they’re not just blocks
- Add a better title screen
- Maybe add some scoring
- Add 1-2 more stages to each tilemap style, for 10-15 total stages per cycle
It’s unlikely I will continue development given the fact that this was a benchmarking exercise, but if you’d like to see it let me know.