Summit: my first Game

I’m almost done with my first 2D game, Summit. Summit is a Celeste inspired 2D platformer that I’ve been working on for school since the beginning of the school year. The game is still under heavy development and I need some people to playtest the game and make sure it doesn’t have any game breaking bugs or what is too hard. Please let me know if anything is too hard or unintuitive so I can have it fixed or what needs to be changed as well as any ideas for the game. I greatly look forward to your help!

The Game in question:

2 Likes

The game is fun and the music match with the atmosphere of the game. But I think you should work more on the physic because some things are non-intuitive, for example the neutral wall jump feel sticky and the dash feels more like a forward tp.

I got stuck here, I guess you have to do a neutral wall jump right after a dash but it’s really really hard.

Can’t wait to see how the game will evolve !

Thank you for your feedback! I think one thing I forgot to explain is that you can dash in all 8 carinal directions and that is supposed to be done by dashing diagonally. I’ll work on making the tutorial better to explain what you can do and tweak the physics

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I do not know if this matters much, but there is already a game named “Summit”
(Steam link):

I haven’t heard of this game. I guess when you chose one, somewhat common, word for you game it’s highly likely that somebody will have already done the same name. From the description it doesn’t seem like they are too similar and from my research the only places that trademarked the name Summit is a bunch of dead companies so hopefully I should be okay. Is the game big enough that other people might draw an association?

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Just finished the game. Indeed, it was easier with the diagonal dash.
If I can give you one more piece of advice, it would be to reset the position and speed of the moving platforms on the player’s death. It would avoid waiting for it to come back down.

I’ll do that right now.

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I’ve released an update to the game adding a whole new section. There still is more left in the game that I’m working on so feel free to make suggestions for what you want to see in the game and report bugs. I’m still working on the Tutorial so it may be a bit rough now. Look forward to 1.3 for a side character/rival and Finale to the game!

Yooo the music in the lava world is the cool ! And the new mecanics really add something to the game, very cool !
I have found some bugs, here they are:
The timing with the killing zone is a bit weird as you can die when there is no lava anymore. I would recommend being more friendly on the timing.


There is a hitbox on this scene that prevents you from falling (I don’t know if it’s intended).

Also, I noticed that the moving platforms still stay in place when the player is dying:

I’m glad you like the music! All of it is made by Youfulca. I did the lava cube timing with an animated sprite 2d since I used a spritesheet and I lined it up with an animation player that scales the collision. I’m realizing every single better way that I could do that as I’m writing this so I will get to work on that. The hitbox that prevents you from falling was intended, I just didn’t realize how high up the camera lock is so that’s why it seems weird. I couldn’t find a way to reset the position when the player dies so the solution I settled for was making the places where you would die be harder to get to because I’m not gearing this towards hardcore gamers. I’m going to up the framerate of the game so you can see more of the in between frames in the dash. I’m so glad that you like the game and your feedback has been so helpful towards the development of my game!

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No problems ! For the dash, do you change the position of the player or the velocity ? Maybe the problem comes from this because I noticed that when you pass on a lava cube while dashing you don’t die. If that’s not the case I would recommend changing the velocity instead of the position.
To reset the position of the moving cubes you can do something like that:

var respawnPosition: Vector2

func reset() -> void:
	position = respawnPosition

func _ready() -> void:
	respawnPosition = self.position

I move change the player’s velocity. I think where the difficulty lies is the speed of which I move the player. I’ll also try out the code you provided. Do you know which node I should put it in? If I put it on the moving platform there doesn’t seem to be a way to have the main character, where the respawn function is located, communicate with the platform.

Is there any name or nickname I should use to credit you?

This is cool, I like the art style with pixel art, parallax bg, and music. Music reminds of that one Silent Hill track.

Like others have said - the physics are a bit weird. The movement acceleration feels off, like ‘too slippery’ and doesnt feel like im in control. Super Mario ad supermeatboy I remember having very intuitive movement, ‘feeling’ really good as I move the player.

I think some simple tweaks to some of your movement variables and youll be set :call_me_hand:

Thank you! I’ll get right on that. What part of it feels off though? is it the acceleration speed or deceleration speed? maybe a combination of the 2? I’m really glad that you enjoyed the game!

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You should put the code in the platform node itself. Then to call the function on the player death you can put every platform in a global group and use something like this to get all of them in the player code:
.

player.gd

func killPlayer() -> void:
	for platform in get_tree().get_nodes_in_group("your_global_group"):
		platform.reset()

.

It’s may be possible to use signals to do the same thing, but I’m not really familiar with them :x
You can use Arthurprnt or DraquoDrass, it’s as you want ! But no need to credit me for the code.

I released update 1.3! See the devlog on Itch .io for more details.

Well, I made credits a bit ago and forgot to add them to the game. They are there now though!

Hello!

A response to the “another game named ‘Summit’” post:
The other “Summit” game was someones first big project, if I remember correctly. I do not think it will cause any issues to you and your project, but I don’t know much about laws and stuff, so please don’t take this as legal advice or anything.

My personal thoughts on your game:

I do not play 2D platformers, so I don’t know if I am just bad, but in my first playthrough, the basic controls felt fine. The dash however felt really frustrating, like I wasn’t in control of it. Sometimes the dash launched me way too far or too low, especially the upwards dash (but later I realised, that jumping and dashing upward at the same time gives you a really big vertical boost (is that a bug?)).

On my third playthrough, I started to enjoy it, because I got used to the controls and there were some satisfying moments, like getting through a screen without slowing down at all. However, there were some unsatisfying moments too where I felt like “I should have made that” (mostly with my jump being just a bit too low, and then hitting the corner of a ledge). The wall clinging mechanic felt more like a hindrance than a tool. I didn’t find much use for it and it just slowed down my inevitable doom after I had missed a jump.

The music is a little weird, but I kinda love it. It’s very atmospheric and it doesn’t get in the way of the gameplay.

I like the artstyle, but I think the thorn-bushes should be brighter and the other background props, like normal bushes that aren’t obstacles should be dimmer.

The level design is decent, but there are a few things I would change, like making new, challenging jumps be the focus on a scene so you can focus on learning them, and then having longer “gauntlet” scenes, where there are multiple, slightly easier, but varied jumps.

The credit scene… I loved it a lot. It is really charming.

I enjoyed the game and I am excited for its future!

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I retested the game to check the updates and damn that was cool ! I loved the way you introduce the tutorial, very smart.
However, I noticed a bug with the alternating lava block, even when completely out, it doesn’t kill the player.