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

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
        ➕ very fun game
        ➕ great aesthetic
        ➖ 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

          I reached my previous pb at 48 but couldn't go any further yet. The levels are very long and non-linear, and a few extra lives wouldn't hurt.
          Also I have a request against this enemy in the picture below. It shouldn't be here imo, you have to take a blind jump from the floor below and there is no way to avoid it when it's there, depending on your pace.

          Also this obstacle (2 destructible tiles under a spike): I don't hate it, but I think it doesn't fit in the general design of the level, which is all about path finding and big jumps.

            Sosasees
            Thanks first for your inspiring feedback and very interesting video link (I heard and read a lot about Coyote time but there was much more explained and detailed in it).

            I have just had another look at collision boxes I set for this kind of hazards and I think you're right, they could be a little smaller to make the game more forgiving. I'll take your advice if you think it may be a motive of frustration (especially beginners or no platformer-addicts), that's clearly not the goal. One thing I won't change, though, is the way Hop moves because all levels were built right from his jumping and rushing capacities and it took me a while to get a right "compatibility" between Hop and worlds he evolves in.

            Consider your suggestion validated for upcoming beta 21 version. The box reduction won't be huge but that's a point I can not neglect. May I ask you if you want your name added to the "thanks" list (ABOUT menu of the game ?).

              Asthalis One thing I won't change, though, is the way Hop moves because all levels were built right from his jumping and rushing capacities

              yes, i also think that Hop!2D wouldn't be Hop!2D if Hop didn't move like this

              GNU
              Hello again,

              Thanks for your detailed feedback and helpful screenshots. To be fair, I am still not completely satisfied with the 5th world and wondered if the difficulty level was not too high compared to previous and next worlds. Among hazards that may be a bit "too much", I did think of the mine under which Hop must rush in level 48. I think I will keep this trick for later levels and replace it by something easier.

              About the enemy you show in level 46, I think I won't get rid of it but think about a way to avoid it more easily when using the air flow to reach its platform. I think a good solution would be to reduce the height of the air column, so that Hop can not directly collide with it when going up in the first place. Here again, I'll experiment different things. One more item in the "to do list" of beta 21 !

              • GNU replied to this.

                Asthalis
                There clearly is a difficulty spike in world 5. From 45 and on, levels are long and offer many tricky jumps, with a tight timer on top of that. Lots of trial and error. I finally reached 49 and figured out most of it, but it's another tough nut to crack. And I haven't even met the boss, so yeah, quite a punishing world early on, probably some adjustments needed.

                  GNU
                  OK, I will take care of it, I first needed at least one player to reach world 5 to confirm me this. Changes will be effective in upcoming beta 21 version, I have several areas in mind where difficulty could be brought down a little in this world. And as I answered Sosasees earlier, smaller enemy hitboxes will ease the player's task as well. The video link he gave me was really instructive.

                  I asked myself another question : would a training level (no enemies, no hazards, no time limit, just platforms) be useful for beginner players to get used to Hop's controls ? A description of Hop's basic actions is already available in HELP menu but would a dynamic training area be an interesting bonus ?
                  I'm interested in your point of vue.

                    Asthalis A description of Hop's basic actions is already available in HELP menu but would a dynamic training area be an interesting bonus ?

                    yes. if done really good, it could possibly be so good that it replaces the help menu.

                      Sosasees
                      Thanks for your tip ! I was a bit reluctant first because I thought help menu and training mode would be redundant. Switching to single dynamic training may be the right way for the player to learn while controlling Hop and not just reading static indications. Do you think it's redundant or it may be a way to gather more players keeping both possibilities ?

                      Whatever my final choice, I'll keep it for future versions because I'm bit busy right now with the very last part of the game (what you will see if you succeed in your quest !).