Platforming Experience Required
Platforming Experience Required is a hardcore 2D platform game inspired by the 8-bit era of gaming with an emphasis on creative and varied level gimmicks. Play as Amanda, local locksmith, and help her with a specially difficult service call!
You can play this game either downloading it (versions available for Windows and Linux) or directly in the browser.
Update 28/8/2024: fixed application icon on Windows version.
Status | Released |
Platforms | HTML5, Windows, Linux |
Rating | Rated 5.0 out of 5 stars (5 total ratings) |
Author | David Roca |
Genre | Platformer |
Made with | Godot |
Tags | 2D, 8-Bit, Difficult, Female Protagonist, Indie, Pixel Art, Retro, Singleplayer |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Gamepad (any) |
Accessibility | Configurable controls |
Comments
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I don't know how to get passed the second dragon in level 11
I'm trying to beat this without using the checkpoints. Here are my new issues with the game by world 2
1. Somethings are a lot harder:
This is because I had strategies where I'd die and start holding forwards timing my jumps, this worked because when I'd die,everything would be in a consistent spot. This doesn't work when I don't allow myself to die.
2. The shovel knight-looking guys:
I don't know what it is but I can't figure out the intended way around these guys.
3. One of the axes right after the last checkpoint in rotation station
It moves way too fast and has been a major road block. And all the obstacles after it are way easier than it.
For the knights, you can usually just jump over them when they are walking towards you (no need to take a run-up, but it helps). For the axe right after the last checkpoint, the key is jumping when the axe is swinging towards the left, so you have enough time to jump again after landing before it reaches you.
Hope it helps!
suggestion
add ice physics to everything,
put the purple spike ball in every level
call it "impossible mode"
That would make Distant Drone the easiest level of the game, ironically.
If I ever revamp the game, I'm thinking of adding some difficulty settings (probably less extreme than the one you propose, though. The changes will be mainly related to the amount of checkpoints).
I originally included "remove checkpoints" in that reply but after playing each level trying to do them deathless...
I better get a paycheck that could keep me afloat for a year for this lock
Yeah, for sure Amanda deserves some hazard pay for the job!
can you make it so that when you quit you start the current level at the checkpoint?
EDIT I want to record myself playing the game but it consistently lags at what I think is the last check point of the level with the smelly plants
Hi! Regarding the lag you are experiencing, it's probably because you are playing the browser version, which consumes more resources, while recording the whole screen. To solve this you can try either playing on the downloadable version (in this Reddit post I explain a way of editing the game save data so that you can continue playing from where you left) or recording the browser window only with something like OBS Studio. You can also do both.
Regarding you suggestion, as I said there are no planned updates for now, but I will still take note of it. Thanks for the feedback.
could you ad a game mode with more checkpoints for a less stressful experience?
Thanks for the suggestion, A113_disney! For now, I don't have plans for updating the game with more content or significant changes. If I ever release a revamped version of the game I will surely consider it. I hope you can still enjoy the game as it is now.
Very challenging, but never so brutal that I would give up. Frustrating in sections, but in a good way like Celeste or similar difficult platformers. I had to come back after a break to finally get through it.
The physics felt quite good, I was surprised to get hit on the sides of spikes but eventually adapted. I especially appreciated being able to customize my controls, thanks for that quality of life.
I really enjoyed it!
Thanks for your comments, joshij. I am glad to hear about your experience, as it definitely fits into what was my vision for the game: I wanted the players to feel challenged in a good and a fair way, that's why I implemented a fast death animation/retry and plenty of checkpoints, but also some really hard sections.
This game is fantastic, extremely hard and fun, I love it! I had to stop at the beginning of The Hall because it was sucking up all my time but I'm 100% giving it a download for playing later. I really really like the new things slowly introduced in each level and the movement feels very good to me. The only thing I disliked was the spikes seemed to have some collision on the sides so if you jump parallel to them you would die, but if that's intentional then keep it in! Very enjoyable game, keep making stuff :)
Thanks for the feedback, Christoper. I'm really glad you liked the game. Regarding the spikes, it is an intentional choice, although I can see that it might surprise the player in certain obstacles.