Rebel Assault
Made for the 10th Solo Dev Jam in 72 hours, with the themes of "You are the villain" and "Countdown" (countdown wasn't used). Play as one of the empires commanders and storm the rebels as a true villain (Psst, there are multiple endings).
Controls:
Move: A and D
Jump: Spacebar
Attack: LMB
Dash: Left Shift
Credits:
All art (I'm sorry) and code were produced by me during the 72 hour period. The music and jump SFX were also created by me during the 72 hour period, but the attack SFX was a royalty free asset from Pixabay.
Notes:
This was my first time attempting to create a platformer with melee combat. I'm really proud of how it turned out, but like usual I overscoped and the game isn't finished. I'm hoping to get the second level out some time in the next week or so which will be different depending on your choice at the end of the first level. I hope you enjoy, and please feel free to give your honest feedback (the more brutal the better).


Comments
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A good, solid game!
The game has everything it needs to work – a goal, clear gameplay, a sense of progression, and challenge.
Falling into the unknown feels a little unfair, but thanks to frequent saves and checkpoints, it’s actually quite fun. Thanks for the frequent saves.
I think platformers are dead as a genre. Sure, there are some amazing new games, but they’re so polished that their level of quality is unattainable for mere mortals. I guess the only way to improve it is to add some flair and/or unique mechanics. And even then, it’ll still be hard to get players playing the game compared to other genres.
I like it! The movement feels snappy and the level gives a good snapshot of how you can use it. I really like dashing through enemies to avoid their attacks and then attacking from behind. One issue I had is that the lack of visibility on the downward fall over the spikes made it feel a bit finnicky to get right.
Animations were also pretty fluid and remind me of flash games, which is fun. If you continue work on this project I think giving the dash and attack a bit more juice would be a good touch
Thank so much! I'm really glad that you liked it, and if you made I game for this and have a link I'd be happy to play it. Absolutely agree on both suggestions, and will try to implement them for the marathon jam.
Honestly I had a lot of fun. The animations are pretty good for basic stick figures. 2 suggestions: 1) Move the attack button somewhere other than the mouse click. At least for me, using mouse for attack when everything else is controlled by keyboard feels a little clunky. 2) Your power up screen (unlocking the dash) is cleared by clicking anywhere, regardless of where the mouse cursor is at the time of the click. I accidentally clicked away this screen so I didn't know about the dash until I restarted the game.
Over all, considering the time crunch, I'd give it a 7.5/10. Good job!
Thanks for the kind words and for the detailed feedback. As someone who'd always been a kbm player this is what felt natural to me, but I'll add in an option to attack with a key as well. Sorry about the dash screen thing. I knew about that from playtesting, but time was in such a crunch at the end that I forgot to fix it. Glad you had fun though as that's the most important thing for me!