Codename Peg-Leg 0.19
A downloadable game for Windows
Codename Peg-Leg (title not final) is an action sidescroller featuring simple gameplay and a bold visual style that's a little bit minimalist and a little bit retro. On release, the art style will be different but similar and the gameplay will be deeper but still uncomplicated.
(formerly known as "Project Peg-Leg" and "CC")
Currently I'm looking for feedback on the feel of the controls and movement, suggested gameplay mechanics, and (to a lesser degree) feedback on the visuals and style. Bug reports and suggested fixes are welcomed. Please be specific about any problem you have, whether it's a bug or not.
Many of the changes from the last demo are behind the scenes. The most visible changes are much better scrolling (still some kinks to work out though), better lanterns, and a somewhat more subdued visual aesthetic.
If you want to help this game look better, please contact me. I'm willing to pay for art. Amounts and details are negotiable.
Controls can be changed to virtually anything. Standard keyboards and Xbox-compatible controllers are supported. Stairs are designed to be able to be walked past. To get on stairs, use the up or down arrow when at the bottom or top of the stairs.
Default controls:
Movement - Arrow keys
Attack - F
Jump - Spacebar
Climb ledge - D
Get on stairs - Up arrow/down arrow
Enter door - R
Pause - Escape
Status | In development |
Platforms | Windows |
Author | General Vagueness |
Genre | Action |
Made with | LÖVE |
Tags | 2D, Action-Adventure, demoday19, LÖVE, Side Scroller |
Comments
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Thanks a lot for the feedback, it'll be helpful.
The next demo will definitely have more forgiving scrolling and fall damage, and I'll look at increasing the jump speed. The keyboard controls were just sort of thrown together to be easily reached with one hand, I was planning on mapping some of them to the directions, so I guess I'll do that for the next demo.
The fixed jumping is very much influenced by classic Castlevania. I like how that style makes the game predictable and gets you to plan your actions and know how the game controls, and it makes the game different from a lot of others, so it won't be changed much. You can actually slow down your horizontal momentum a bit by attacking while in the air. I might introduce more air movement at a later date.
After you got to the end your jump height was increased, that's why you started taking fall damage from normal jumps-- in the next release that will be more evident, and it'll be clear how fall damage fits the game further down the road. I'll also try to make a more proper ending for the next demo, or the one after that.
The stairs being able to be walked through are influenced by Castlevania too, but they're also important to player choice, which is something I really want to explore with this game. I'll have optional platforms that are only reachable by stairs, and I'll probably have branching paths in some places (levels themselves will definitely be branching).
The player's hitbox for enemy collisions actually is smaller than the player sprite, but only by a few a pixels; I may shrink it further in the future.
edit: will also look at size presentation and full-screen support
Glad it was useful! Good luck on the rest of the game. :)
Just a heads up, avast REALLY hates your build; it won't let me run either 32 or 64-bit version!
that's really weird, thank you for telling me
can you give me more details? a screenshot would be great but a description would help too
no one's reported issues with previous builds of the game, and there's no networking code active or anything that could modify another program, so I don't know what could be tripping it, but I'll look into it
I think it was just Avast hating some engines, i got the same problem for all the love and godot games i played for demoday; i ended up disabling the realtime protection thing and it stopped quarantining stuff. Still pretty weird that it decided these are "suspicious"