The PostJam Update!
The PostJam Update
The GMTK GameJam 2022 is over! I have no idea how the game ranked, I'm sure it did way better than I expected but it will be near impossible to compete with some of the entries of that amazing gamejam.
Anyway, as I previously said in a devlog entry, I planned an update post jam that included some quality of life and also some more levels. So here it is!
Gamepad Support
The game now support a gamepad (should work with both xbox controller and ps4 controller, but I only tested with xbox controller).
The controls are:
Right Trigger | Pickup Die\Throw Die |
B (xbox controller) / Circle (PS4) | Let go of the die without rolling |
X (xbox controller) / Square (PS4) | Kick the die |
A (xbox controller) / X (PS4) | Jump |
Right Stick | Aim |
There's a known issue with the gamepad. If it doesn't work for you in single player, restart the game and use the gamepad to navigate the main menu before starting. Will be fixed soon.
Local Co-op
At the start of the game you will now be able to choose between single player or co-op.
At the moment the co-op mode is in testing mode and there are some limitations:
- You play the same levels in both co-op and single player. In the future co-op will have a set of specific levels.
- When playing co-op, you will need a gamepad, since at the moment it automatically assign the keyboard and mouse to player 1 and the gamepad to player 2. It can't be changed in the options right now, but it's planned for a future update, when I start do go more in depth with co-op
- The Camera in co-op it's not always perfect. I'm still working on it and sometime one of the player goes out of sight. Remember, when in doubt press esc and reset the level.
In the future I want to add a set of specific levels for co-op, with special mechanics and interactions. For now I'm focusing on finishing the 15 planned levels.
New Mechanics
The update contains 4 new "core" puzzle mechanics\elements and one new character interaction.
The Die Kick
The player will now be able to kick the die pressing G on the keyboard (X on the xbox controller, Square on the ps4 controller). The kick will send the die flying at high speed without torque. It can be useful when you have the correct number on the die and need to throw it but without changing its value.
The Rope
A new type of Die, that's tied to a swinging rope and can't be carried around. Instead of grabbing it and throwing it, you use it to swing over large gaps.
The Flying Die
The flying die is a new type of die that float mid air up and down. It's more resistant than the normal die and can be thrown 5 times instead of the normal 3. Once picked up it behaves as a normal die.
The Green Spring
The green spring is a spring that doesn't interact with the players, but interacts with the dice, throwing them in the air.
The Portals
The portals are linked doorways through the dimensions and will let the player teleport between them. The portal might require a specific number to enter or require that the player carries no die at all.
New Levels
I stated previously that I already made 10 levels out of the 15 I planned. Sadly one of the level wasn't up to what I tought was fun and I ended up scrapping it for the time being. So the new update has 9 levels out of the 15 I want to make.
The new levels use a mix of the new added mechanics and the already implemented mechanics, creating some more (hopefully) interesting puzzles and jumps.
Web Build
It's something I should have done before the deadline, but hey better late than never. I also added a WebGL build. I tested both in single player and co-op and while it has some minor bugs, I was able to finish it in both modes. I highly reccomend you download the windows build, but if you're lazy like me you now can play the game without downloading it.
Bug Fixes and Tweaks
While I was at it, I fixed some minor bugs and graphics issues.
First of all, I remade the character sprite. It's still not that great, I'm not a good pixel artist, but at least it's better than the old one and it has a bit more style.
Some notable fixes and tweaks in no particular order:
- The player movement is now less linear and the jump a bit more heavy (Adjusted all the spring platform values to compensate)
- The last jump in the 5th level is now a bit easier. It still punishes you hard for failing it, but should be more easy to land
- Fixed the bug that would leave a door opened if a die was destroyed on it (added some switch that will activate on contact even if the die explodes to compensate)
- Changed the Zapper graphic due to shader issues
Known Issues
A list of known issues. Let me know if you find any more
- The end screen doesn't wait for input to reset the game
- Sometime the Gamepad can't be used in single player. (Reload the page or restart the game and use the gamepad to navigate the main menu to fix)
- The green spring doesn't have a sound effect
- Sometime a die can get stuck and keeps changing number even when not rolling
Conclusion and thanks
Thanks to everyone who rated and tried my game. It wasn't the most rated entry of the jam but it received way more ratings than I expected, so thank you. And congratulations to all the jam participants!
I will keep updating the game at least untile I get to the 15 levels i promised myself. So expect another update soon. Let me know what you think of the direction the game is taking and if it's worth playing and keep expanding it!
Get Super Dice Boy
Super Dice Boy
Platformer inspired by super meat boy and jump king, with jumping puzzles and obstacles solved throwing dice
Status | In development |
Author | BattlefoxStudio |
Genre | Platformer, Puzzle |
Tags | gmtk2022, Game Maker's Toolkit Jam, My First Game Jam, Puzzle-Platformer, rage, rage-game |
More posts
- The Graphic Update is hereAug 02, 2022
- Jam Ranking and upcoming Graphics UpgradeJul 27, 2022
- Local Co-op & Gamepad Support & Additional MechanicsJul 23, 2022
- After the JamJul 21, 2022
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