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  • Hop! 2D : a simple yet not-all-that-easy 2D platformer with 2 control keys !

Hello everyone =)

This is not about a new beta version this time (wait a few more days for this ;)), I just wanted to have your point of view about one question I ask myself about the game.

So far, every new world is "unlocked" with an access code that is revealed at its beginning. You can restart a game in the last world you discovered but if you go back to the main menu, you have to remember this code if you want to start a new game from the corresponding world.

Given that I intend to release a future Android version, I wondered if, instead of typing codes (not the most intuitive way to select a starting world on a smartphone), I should create a new menu so that the player simply selects a starting world among the ones already discovered. That implies saving the list of unlocked worlds but this would not be a big deal and I could keep it for PC/mac/Linux version.

What's your opinion about it ? Thanks ;)

5 days later

(first post updated)

Hello, everyone =)

Here is the latest version of Hop! 2D.

It brings (among many other things) 5 more playable levels with a new type of enemy.

Hop!2D beta 18 (french/english) Download Hop!2D (Windows, Linux and macOS versions) Play Hop!2D online (itch.io)

Other links : Screenshots of Hop!2D Trailer of Hop! 2D's Walkthrough of Hop! 2D's first world Review of Hop! 2D by Justin Barrios

Default langage may be french but you change it to english by switching LANGUE settings in the main menu.

new type of enemy

changelog : - 5 more playable levels (69 in total) - some levels modified - new type of enemy (world 7) - partial code refactoring (level-linked actions) - experience calculation modified (explored levels instead of completed ones) - simplified enemy trees (collisions, detections) - world/game stats : layout modified, number of explored level added - square miniboss : collision dust added - new functionalities in developer mode and main global script - level files renamed and numbered - some sprites reworked - new thanks

fixes : - continue menu : music stopped when entering code menu - 4th boss : blinking stopped if dead - projectile stopped by brittle block - available coins in current world explored levels corrected (developer mode) - Hop : dust always on the right side when colliding a wall - green laser : color corrected - no more initial parasitic vertical scrolling in secret zones

coming up : - 7th boss - more levels

As always, feedback is welcome, new testers can have their names added to next releases' thanks section ;)

11 days later

Hello, everyone :)

I'm currently working on world 8 of the game and a new type of enemy (once again, a seeking one this time).

Have a look ;)

One more step for Hop! 2D :)

As an answer to some feedback I have (and I do think the game will be more enjoyable this way), next release of Hop! 2D (beta 19 version, by the end of May) will include a brand new starting world menu (see below).

This new screen, called from the main menu, shows all unlocked worlds so that the player can choose any of them without entering a code as he had to so far. That way, no use to remember tons of codes but the player has to unlock new worlds one by one if he wants to go deep into the game.

Access codes will still be used in Hop! 2D, but only to reach secret zones where the player gets extra tips (gameplay, secret worlds, etc.).

A "reset worlds" button will be added in the main menu as well if the player wants to restart the game from scratch.


17 days later

(first post updated)

Hello, everyone =)

Here's the new beta 19 version of Hop! 2D : beware, massive update !

NEW INITIAL WORLD SCREEN, LESS CODES, MORE LEVELS, BOSS KEY AND INTERFACE UPDATE

Except from 2 new levels, the biggest change of this version is the "initial world" screen : the player no longer has to remember access codes to restart from any world he reached before (access code system is still used but only for secret areas where precious hints can be found). Unlocked worlds are automatically displayed and saved but the game can be reset to zero from the main menu if the player wants to restart from scratch.

The first levels of a secret world are now accessible and the progress map has been reworked to include them. A 3D logo screen now shows up at startup, planet appearance has been improved and all menus and many sprites are updated. Secret areas now have their own backgrounds and colors.

Finally, as a bonus, I added a "boss key" to the game (down arrow key), to quickly and temporarily hide your game window, pause the game and mute all sounds and musics at once (see page 11 in HELP menu)

Have fun !

Hop!2D beta 19 (french/english) Download Hop!2D (Windows, Linux and macOS versions) Play Hop!2D online (itch.io)

Other links : Screenshots of Hop!2D Trailer of Hop! 2D's Walkthrough of Hop! 2D's first world Review of Hop! 2D by Justin Barrios

Default langage may be french but you change it to english by switching LANGUE settings in the main menu.

new logo screen

updated main menu

new "initial world" menu

new "reset worlds" menu

new "boss key" function

secret world and new kind of enemy

changelog : - 2 more playable levels (72 in total) - link to the beginning of a secret world functional - 1 new type of enemy - chronology of access codes updated - different backgrounds and colors in secret areas - new introduction screen with Asthalis 3D logo - new starting world menu (replaces world access codes) - unlocked worlds saved and resettable + visual reminder - "boss key" added (down arrow key) - all menus updated - progression map reworked (elements and code) - additional visual effects (dust in menus, more twinkling stars) - some scenery sprites regrouped into scenes - sounds adjustments (loudness, silent delays) - many sprites updated or removed if unused - interface modifications - new features in developer mode - additional thanks - direct link to game website (HELP menu)

fixes : - experience calculation corrected in normal mode - initial world number corrected after CONTINUE choice - 4 lives instead of 2 after CONTINUE choice - missing level titles added - level title no longer displayed when unpausing in secret areas - no more error messages about yield and scripts gone (physical timers) - minor scenery fixes

coming up : - 7th boss - more levels

As always, feedback is welcome, new testers can have their names added to next releases' thanks section ;)

I like platformers, but they are far from my favorite game type, so I will have some bias.

Judging from my experience playing until world 2, the comments of the other playtesters (where one made it to world 4), and comparing those with your detailed posts about progress on worlds 5-8, I think it's worth considering something.

You may be developing game that is more fun for you to develop, than it is for others to play.

I'm sure you are learning a lot about game design and development during this process, and I don't want to say anything to discourage that. But I do think you should hear from someone that - the content you are working on now, we will only see as screenshots you post. Your volunteer playtesters haven't reached it - most or all never will. And some of us really try, even when the experience stops being fun.

Something to keep in mind is that people aren't going to play through content just because you made it. You actually have to listen to their feedback. When you invite playtesters to your game, and they say that the difficulty curve is too steep in world 2, go fix world 2. If you instead focus work on worlds 5-8, you are not fulfilling your end of the bargain. That's a fast way to run out of playtesters.

Anyway, keep at it as long as you find it fulfilling, and good luck with your future games.

Thanks for this comment ;)

I have heard comments about world 2 difficulty curve and, though it may not be obvious, I have already decreased its difficulty several times by different ways. I do have feedback about players who succeded without finding it too hard or too long. World 1 is a training course, so no mystery world 2 feels is a bit harder, it is the real game. I'm not convinced that it is too challenging and I did not mean to get everybody interested in my game. I know you can't please everyone.

When I play real arcade games of the 80's today, I just feel players were more obstinate years ago. A game without any kind of challenge quickly becomes boring and useless. More recently, I have played Celeste several times and, to me, it is much more difficult that Hop!2D. You must use multiple keys at once to simply move your character, stick to a wall or simply avoiding death in many ways. Celeste is not known as an easy game but it seems lots of gamers don't really care. Why would it be this different ? The main principle of Hop! 2D is to provide the simplest controls to the players (2 keys !) and let him practise and gradually get used to it to handle the main character's moves.

Hop!2D will take some more months to build and if there is always a time for tweaking, testing and polishing details, it won't change fundamentally.

I will soon make a new trailer. I will try to focus on the gameplay

a month later

Hello everyone !

Forum has changed (it seems all functionalities are not yet implemented but great migration work !) but Hop! 2D still goes on with an upcoming update (beta 20) by the end of the week. I will describe all modifications in my next post but be aware this update is a big one : 6 new playable levels will be available and other changes will be noticeable too.

I will update the first post as well when beta 20's done as most messages seem a bit messed up now that the new forum is operational.

Hello everyone !

Here is Hop!2D's new beta 20 version ! (links and details updated in the 1st post)

Hop!2D beta 20 (french/english latest WIP version, 78% done)
- download Hop!2D beta 20 (Windows/Linux/macOS)
- play Hop!2D beta 20 online (itch.io, not from mobile phone)

Among other things, this new beta brings you 6 more playable levels (78 in total already), more sound effects and one new type of enemy. Game bugs get fewer and fewer and my goal is to release a complete version by the end of the year (basically, extra levels, enemies and bosses are all I'll be working on from now on). Have a look at the following devlog for details, have fun and, as usual, comments are welcome !!


changelog

  • 6 more playable levels (78 in total)
  • many levels retouched (scenery)
  • 1 new type of enemy (supercyclus)
  • additional sounds for small enemies
  • code refactored (animations, shared methods)
  • single spark if Hop hit
  • pause shortcut reminder crossed out if pause unavailable
  • keyboard shortcut reminders repositionned in most menus
  • snapshot shortcut added in world stats and congratulations screen
  • many sprites retouched
  • sound adjustments
  • more data displayed in developer mode

bug fixed

  • moving enemies in level 65 !
  • no more remaining dust in summary screen
  • ASTHALIS time corrected at the end of a world if secret world unlocked
  • pannel replaced in a secret zone
  • a few sound fixes
  • no pause/resume messages in standard mode

coming up

  • boss levels !

Next boss is on the way ! He will use different attacks.

10 days later

Hi there!

Very excited by HOP!2D's development, having played the original game released some 15 years ago. The beta does not disappoint, rock solid gameplay, good learning curve, balanced difficulty. Once you master the physics it's a very satisfying platforming experience. I reached level 48 so far, and I would say there is enough content along the way to keep me wanting to push forward. Not even mentioning secret areas and time attack mode for a good replayability. All changes and bug fixes so far are very welcome.
As I mentioned elsewhere, there is currently a bug at stage 40 which should be fixed anytime soon.
Can't wait for the final version of the game, and will gladly give feed back on the next betas.
Many thanks for the great work Asthalis!

Hello and thanks a lot for the bug report, GNU, you were right !

I have just solved the problem, it was due to a wrong argument in a function used by the boss in level 40. Everything should work fine now, you can download (or play online) the corrected BETA20b version. All unlocked worlds will remain unlocked, so no problem to complete the 4th world of the game !

Here are the links of the corrected beta 20b version (1st post updated) :

Hop!2D beta 20b (french/english latest WIP version, 80% done)
- download Hop!2D beta 20b (Windows/Linux/macOS)
- play Hop!2D beta 20b online (itch.io, not from mobile phone)

Other links
- Screenshots
- Trailer of the game (beta 14 version)
- 1st world demo (beta 14 version)

changelog

  • a few sprites retouched

bug fixed

  • no more "back to desktop" bug in level 40 (fixed boss code)

coming up

  • more boss levels !

i really like this aesthetic.
Hop!2D feels like an old phone game in the best way possible

    Sosasees
    Thanks for your kind message ! Did you try the game ?

    I'm a big arcade game nostalgic so no mystery I chose a low-res game (its native resolution is only 360x360 pixels) with rather simple graphics as a first Godot project. My goal was to keep it nice and simple (2 control keys and not more) but not forgetting gameplay and level design. And if you look in crannies and nooks in Hop!2D, you will find lots of references to old (or very old) games.

    As it is now, 2 worlds are still to be built but, if you're hooked, you can already play about an hour from level 1 before reaching the "to be continued" screen.

      Sosasees
      Great ! Do you remember which level you reached or can you describe it ? What are your main feelings (best and worst elements of the game) ?

        Asthalis the last level i could complete so far was the vertical level after 'easy money' i believe it was called.
        this game is very challenging

        my main feelings so far are
        âž• very fun game
        âž• great aesthetic
        âž– sometimes unfair collision (i can lose a life by barely touching a spike). you can make the spike collision a bit smaller so that the player won't lose a life prematurely. there is very good video about forgiveness mechanics