This is a submission for Pink Platformer Jam #5

In "Access Denied," you play as Pix, a digital defender on a mission to save a corrupted system. The evil Corruptor virus has locked down the transporter network with password protection, trapping each sector. Luckily, Pix’s tech-savvy buddy managed to create a decryption key, but it’s split into fragments hidden across each level. 
Now, it’s up to Pix to battle The Corruptor's minions, collect the key fragments, and unlock the transporters in order to restore the system.  

Controls:

  • Move - WASD
  • Jump - J or Space
  • Dash - K or RMB
  • Shoot - L or LMB (Tap or Hold)

I had great plan for this game but given the time and the lack of my own knowledge in making 2d platformer game, I had to sacrifice some part of the game that I wanted to include in this game jam. 

But I really like how it turned out.

I made all environment assets by myself, but for the characters I used free assets made by Penusbmic :

I might return and finish this game if enough people shown some interest in it.  :D

Let me know what you think.

I hope you enjoy playing this game.

Published 1 day ago
StatusPrototype
PlatformsHTML5, Windows
AuthorTinyRambutan
GenrePlatformer
Made withUnity
Tags2D, Pixel Art, Retro, Short, Side Scroller
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

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Click download now to get access to the following files:

AccessDenied_win_x64.zip 33 MB

Comments

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Great job on this, I played this to the end and had fun playing it!  The cool animations (e.g. the robot explosions, shooting, robot electroshock, portal, etc.) made the gameplay more fun, the music was great, and the platforming design was great, too.  And it seems like a small thing, but the way the player takes damage also felt nicely polished and fair.  I would have been happy to play more!

Some hopefully helpful player feedback:  when my character was standing on the ground and against a wall, the jump button didn't work.  So once I was close to a wall that I wanted to jump over or up, I had to first move away from the wall, and then jump back towards it.  Maybe something in the wallslide code is blocking the normal functioning of the jump?  The other feedback I'd have is that if you make the fire button shoot the flame more quickly (shortening the time between when I press the button and when the flame comes out, as opposed to the speed of the flame), it would feel nicer and more responsive.  There was a point where I wanted to jump and shoot a robot at the apex of my jump, and I ended up pushing jump and shoot at almost the same time to get the timing to work.  I know you probably want the raising-gun-and-aiming animation to fully run before the flame comes out, but maybe fewer frames or a faster animation would improve this? 

Again, great work!