A downloadable game for Windows

The interplanetary delivery man has suffered an accident, and is now stranded in an unknown planet! Help him platform his way to recover the ship parts, and rebuild it so he can back to his job!

Made by:

Luiz Paulo (Art, design)

Pedro Pimentel (Sound, music)

Pedro Leite (Programming, level design)

StatusReleased
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorSheena
GenrePlatformer
Made withAseprite, GameMaker
Tags2D, Pixel Art, Retro, Short
Average sessionA few seconds
LanguagesEnglish, Portuguese (Brazil)
InputsKeyboard

Download

Download
PLANYVER 1.1.zip 5 MB

Development log

Comments

Log in with itch.io to leave a comment.

(+2)

Cool Game! It is featured on my Week's Top 5!

Check my video!

(+1)

Cool retro pixelart and really nice controls!

Hopefully there'll be an update with a few more levels cause I want more :DD

(+1)

Thank you!

(+2)

This one brings back memories, I struggled a bit to finish (I'm not too familiar with skill platformers) and that's what made the experience much more enjoyable. Controls are smooth, visuals and feedback are astonishing, the overall experience was great. Would surely buy a full version.

(+2)

Thank you!

(+2)

Found this from your post in Eggplant!

Nice platformer. Looks good, plays okay. Nice work! Too bad there’s no gamepad support. I used Steam’s “Desktop Configuration” to make my gamepad emulate keyboard inputs and it was much more enjoyable to play. I finished it!

I found the levels get frustrating at the first level with a key. There are challenges without any safe practice earlier in the level, so I have to pass the initial gauntlet, trial and error, die, repeat. (When I see the three green squares I think “is my dash long enough?”, jump+dash, and sail past the platform and die. Then I think “I can probably just dash”, dash and walk off the edge and die. Then I just jump.) However, I thought the introduction of guns and long unlock blocks were both well done.

There’s also some blind drops without communication of safety. In that first key room, you drop into what looks like a spike-lined room but it turns out there’s a safe place to land. If the safety was visible before you drop, I wouldn’t try to dash to the side to anticipate the exit.

A few issues with dash:

  • it seems I’m unable to dash out of a wall slide – which sometimes caused me to fall to my death.
  • I think dash takes the direction you’re currently holding without any leniency to change direction after you press dash. I’m usually trying to push both at once and often don’t dash in my desired direction. (Forgiveness Mechanics: Reading Minds for Responsive Gameplay is a talk on the subject.)

Regardless, nice work and congrats on shipping!

(+2)

Thank you for playing! It's great to hear the feedback, and if possible, we'll definitely take it into consideration in future updates :)