A Rock to the Top
Important Notice
> Menu is silent, the music starts during gameplay, you can toggle it on / off with the button in the button right corner.
> If the performances are bad or something is wrong with the html page, you can download the windows version below.
Controls (Shown in game)
- Jump: Hold Left Click (or Control)
- Grab a climbing hold: Space (or G).
You cannot grab while the character is outlined in red, which happens right after a jump or after missing a grab. - Pause: Escape (or P)
What to do ?
You must make this tower taller. To do so, bring a rock to the top. But be careful, every time you build a floor the climb gets harder!
Time limit
You must reach the top before the time is over, or the game is over
Free Time: Gets refilled each time you build a new floor. By default 45s.
Reserve Time: Once the Free Time is depleted, the reserve time is used. Reserve time do not get refilled. What is lost is lost. By default 30s.
You customize both times in the main menu. Tho if you want to show off your skill in the comments, it's best to use the default values. Let me know your best floor btw :)
Endless Mode
Punished by the gods, you must climb forever, or just for chilling without time pressure. Available in bottom right of main menu.
Hotseat
Up to 12 players to play with friends in hotseat (play each in turn). It's up to you to decide if the last alive is the winner, or if you want to try and reach the highest floor in coop.
Credits
Everything was made during the jam.
Art, Code, Game Design, SFX & stuff: Yorsh
Music: Luki
Know Bugs
- The horizontal sliding windows in the magic biome do not rotate along the surface. Ugly erk.
- In some particular configurations, it can be very hard (maybe impossible) to jump from a floor to the next (Tho sometimes you just have to move side ways to find an easier spot).
- Music button icon does not update when music is off. There is music during gameplay tho, make sure you didn't mute it by misstake.
Post Jam Version Changelog
- Made the grab slightly easier, and made it even easier when falling at high speed.
- The sliding windows in the magic biome now correctly rotate along the surface.
- Made sure all transitions between floors are possible and easy enough.
- Added a visual indication of the grab range on successful grab (used to be only for missed grab)
- Colored the rock to the player color in hotseat mode
- Added a setting to specify how many travel to do before building a new floor (great for hotseat mode with many players)
- Fixed a crash that occurred in hotseat mode when a player lost without doing any progress
Comments
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can you put this on github to see how you did the cool climbing rotation effect? Cheers
Yup there it is: Github Sources
Some stuff my be a bit messy cause I rushed quite a lot in the end, but you will hopefully find what you are looking for. I think I kept things very simple for the rotation, it's mostly playing with the camera distance and FoV. Let me know if you have any questions.
Would your engine framework allow for a target to be reached which consists of a 2d flat plane sprite of a person in a tower window? Or would that not work within your code framework?
Yes that would work. The windows create holes into the tower using stencil, and have a little 3D room inside. Currently the inside is mostly black, but could be more detailed and contain a character, 2D or 3D. Then, the game finishes when you reach one of the climbing hold object, which I selected to be the wooden circle at the top of the tower currently, but it could very well be a window instead.