Portal Labs
Welcome to the Portal Labs. It is your duty to find the hostage located on each level. Once rescued they will aid you on your quest, so make sure you keep them close.
Controls
Keyboard
Arrow Left and Right to move
Arrow Down to activate objects
Z to Jump
X to Fire
Xbox Controller
D-pad Arrows Left and Right to move
D-pad Down to activate objects
X to Fire
A to Jump
This is a prototype for Platformer Challenge #6 hosted by GameFavorites. I hope you enjoy this minimal prototype game as much as I enjoyed making it.
There will be bugs, so please let me know via the comments.
Developed with Phaser3 (Typescript). Audio created with pico8 and Bfxr, edited in Audacity all artwork created in Aseprite
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | mightypixeluk@gmail.com |
Genre | Platformer |
Made with | Phaser, PICO-8, Aseprite, Bfxr |
Tags | 2D, 8-Bit, Indie, Metroidvania, Pixel Art, Prototype, Retro, Singleplayer |
Average session | A few seconds |
Inputs | Keyboard, Xbox controller |
Download
Download
index.html 318 bytes
Development log
- Spray Bullets & Death BarsApr 01, 2024
- Spikes!Mar 20, 2024
- Update logFeb 28, 2024
- Update v1.3Feb 21, 2024
- Bugfixes 15/02/24Feb 15, 2024
Comments
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il tu se jeu
This game was fun and felt like the start of something great. I like the art style, the relatively small character, the recoil effect, and the hostage release concept. I never did find any secrets, sadly :).
I thought I was softlocked on the second board: when I tried to activate the final blue screen (alongside my hostage), nothing happened. I started the game over, but the second time around I ended up in the same situation, kept trying the blue screen, and one of the times it activated and gave me the portal to the boss. I wondered if perhaps the hostage needs to be right on top of the blue screen, too? Making that mechanism less exacting would probably have solved my confusion.
But that experience made me expect that part of the puzzle here was going to be finding a different path out, taking into account a non-jumping character who follows you. E.g., the hostage might need to be led in one way, and then the player might need to shift to a different path to then guide the character in an opposite direction, down an elevator, etc., avoiding harm to the hostage all the while -- it feels like a puzzle-rich concept that you could really develop.
Nice work!
Thank you for your comments.
I thought I was softlocked on the second board: when I tried to activate the final blue screen (alongside my hostage), nothing happened. I started the game over, but the second time around I ended up in the same situation, kept trying the blue screen, and one of the times it activated and gave me the portal to the boss. I wondered if perhaps the hostage needs to be right on top of the blue screen, too? Making that mechanism less exacting would probably have solved my confusion.
The game is a little buggy in its current iteration, and several people have commented on the portal activators. You are correct in that the player has to be virtually on top of the hostage to activate the console. Once the game has been judged I will update the game as and when required.
I intend to develop the game further and am considering producing a devlog. I am currently working on the narrative and am excited about the games potential. I hope you will follow the games progress and provide feedback over time.
Thanks for playing.
the hostage wont jump over an obstacle and follow me - is this as it should be ?
No the hostage cannot jump. You need to find the path of least resistance and make sure the hostage follows you or go back and get them.