Flipside of the Moon
For Mini Game Jam #130: Theme - Lunar; Limitation - 10 Seconds
https://itch.io/jam/mini-jam-130-lunar
Features ~11 bite-sized levels (and a few secrets!), excellently crafted with spaghetti code blessed by the stars themselves, then burnt to a crisp by yours truly.
Controls:
A and D to move left and right
W and S are Jump and Dive respectively, swapped when upside down
Space to flip out! Up to one time midair, replenishes your jump
Goal:
Get the flag to the blue platform (the one with the hole) within the time limit
No music, soz
- - - -
developer notes from ✧ the future ✧ (approximately 17 months)
these craters are difficult, unfairly so! HELPFUL TIPS AHEAD:
- your double jump is bugged, you need to flip to replenish it! or so your instructor said. keep this in mind while navigating the tower's outer craters.
- remember your dive training! although some terrain is treacherous, the low gravity allows you to step over small gaps and similar obstacles without jumping.
- some areas, your timer starts only after collecting the flag. no timer in the corner? scout out the level to your heart's content! or get used to your controls some more, whatever your instructor meant by that?
- swiss incorporated did some mission prep! though the last ranger didn't make it, a voice recording was retrieved;
[[My 10 seconds are up, boss. All I see is the tower's lava pit above me. It's.... terrifying. I may be out of time, but.... but.... is that a space mouse? The.... the flag, it dragged it into this crater! Ow, ow, my legs.... this flipping crater.... with these flipped skulls.... these.... flipped sku....s?! This tow.... it m....st be collecting.... ulls....llo?....n't br....k up on.... n....w!!]]
- prove your worth as a ranger by collecting the fabled wedge of swiss!
on the contrary, useless nerd facts from memory:
- i drew all assets using ibispaint on my phone! how silly of me.
- the level/death transition is a lazy box that always lingers just offscreen!
- speaking of lazy, did you know the title is a level, complete with a hidden player, flag, and all? and that i completely forgot to draw the letter R?
- at the time of writing this, i've gone through nearly 20 username changes throughout my time on the internet! it's a curse in my bloodline, surely....
- the level in the 2nd screenshot was the first level layout made for this! it's also what i tweaked the controls and physics around, hence flip to double jump wombo combo.
- tiles that broke upon walking over them was planned in the mental notes and tileset. also, i wanted to add a way to show the final time. unfortunately, time constraints plus overall inexperience led to it being cut.... maybe someday....
- i got very inventive with the background tileset, thanks to my silhouette approach. yet, a few background assets only appear in secret areas.... one spikes point to, one in an eastern wall.... or so a little mouse told me, where could those be....?
- this is a lot of text, isn't it? too bad! have some more!
- lots of hacky level design tricks, like a boolean for starting flipped, and making the flag teleport to the player every frame in the carry state! why didn't i parent the flag?
- speaking of the above, did you know the final level has unique camera code? try diving back down the tower, you'll see it works going both ways!
- the cheese is a flag. you heard me right, your transmitter isn't deceiving you
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