Hop!2D (WIP/70%) : a simple yet not-all-that-easy 2D platformer with only 2 control keys !

AsthalisAsthalis Posts: 96Member
edited April 25 in Projects

Hello everyone, my name is Asthalis (from France) and I am a new Godot user :)

I'm glad to show you my first project. It's called Hop!2D and it is a 2D-platformer for PC. In this game, your goal is to help Hop (a jumping one-legged blue creature : my avatar) to save his girlfriend. Though still in progress, Hop!2D is playable online and available for download :

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
Walthrough of Hop! 2D's first world

Though classic-looking, Hop!2D is unlike many other platformers : the main character is continually jumping and you can only move him left or right ! In spite of this apparent limitation, Hop can use stairs, trampolines, air flows and portals, he can unlock laser doors, go through breakable walls and use canons to shoot enemies. Every 10 levels, he must face a boss (see below).


Level 51


Level 53


Level 54


summary


continue menu


game version


thanks section

From the main menu, you can start a game from scratch, use a code to choose your starting world, change langage (french or english), turn sounds and musics on or off. The HELP menu explains how to play the game and you will get extra info about it in the ABOUT menu. Hop!2D also includes a fullscreen mode and a screenshot built-in feature.

Feel free to test Hop!2D, any feedback will be much appreciated.
If you feel like it, I will add your name to the THANK YOU list of the ABOUT menu.

Thank you !!


Tags :
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Comments

  • AsthalisAsthalis Posts: 96Member

    If you want to switch to english in the game : move right to reach the "LANGUE" button (with a french flag) in the main menu, then press Enter.

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    Hop!2D beta 6
    This is the current version of Hop!2D (see first message to download it).

    Try it and feel free to give me feedback !

    Hop!2D beta 7 (WIP)
    I am already working on it ! Technically speaking, the massive use of sprite sheets, wav to ogg sound conversion and clearance of all useless files have done well : the raw project file size has dropped by 30% ! The goal for this version is to end another game world and add extra visual details.

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    Hop!2D beta 7 (WIP)
    A few visual improvements for this version.


    animated bonuses (scale and transparency)


    world statistics (new symbols added)


    game statistics (new symbols added)

  • AsthalisAsthalis Posts: 96Member

    Hop!2D beta 6

    (first post updated)

    Hop! 2D is now playable with your web browser on itch.io !! B)
    Just click here to try it : https://asthalis.itch.io/hop-2d

    As always, all comments are welcome :)

  • fi-lefi-le Posts: 47Member

    A good opportunity to brush up on my French :)

    It's fun! One little tip might be to make the camera points more ahead of the player's movements. If the character is moving fast there can be quite a far drag behind.
    Good luck with further development!

  • AsthalisAsthalis Posts: 96Member

    @fi-le said:
    A good opportunity to brush up on my French :)

    It's fun! One little tip might be to make the camera points more ahead of the player's movements. If the character is moving fast there can be quite a far drag behind.
    Good luck with further development!

    Thanks for your kind comment ! Very interesting... Actually, I deliberately chose a "dragging camera" instead of a "look-ahead" one because, to me, Hop! 2D is more about precision and anticipation than speed. If the main character gets near the edge of the screen, it means he is way too fast to be careful ! Most of the time, Hop has no need to rush. This way, the player can move him close to a hazard, then think about the best way to go past it and finally try it.

    By the way, how far did you go ? Did you meet the first boss ? As the first world is meant to be a training course, you may want to skip it. If that is the case, just type 012345 in the CODE menu.

    Feel free to post other messages, I will be glad to answer. By the way, can I add "fi-le" name to the testers' list of the game (ABOUT menu) ? And do not hesitate to tell me if my english is uncorrect (especially in menus) !

    Thanks again !

  • fi-lefi-le Posts: 47Member

    Of course you can add me to the tester's list :^)

    I probably shouldn't correct you on your English, since I'm from Germany and not a native speaker either. Vive l’amitié européenne, I suppose!

    (Also I'm very bad at the game and didn't come very far. Haven't played a platformer in quite a while.)

  • AsthalisAsthalis Posts: 96Member

    @fi-le said:
    Of course you can add me to the tester's list :^)

    I probably shouldn't correct you on your English, since I'm from Germany and not a native speaker either. Vive l’amitié européenne, I suppose!

    (Also I'm very bad at the game and didn't come very far. Haven't played a platformer in quite a while.)

    OK, your name will be added in beta 7 version ! Vielen Dank für Ihre Antwort !

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    Hop! 2D beta 7
    (first post updated)

    My new version is online on itch.io ! =)

    First thing you'll notice is the new welcome screen, and I added a few visual effects when Hop catches bonuses (coins and fruits). Much work has been done to reduce the size of the whole project while keeping its content, and beta 7 is finally 30% lighter than beta 6 ! I set the default langage to english for itch.io.

    The downloadable beta 7 version will be available later today on asthalis.free.fr.

    Have fun ! ;)


    New welcome screen


    Hop collecting coins

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    Hop!2D beta 7
    - The Windows downloadable version is available from my website asthalis.free.fr

    Feel free to try it and comment !

  • SpaceAceSpaceAce Posts: 11Member

    You're doing a great job on this. It's challenging without being too frustrating, and it plays smoothly. It reminds me of Bumpy's Arcade Fantasty.

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    @SpaceAce said:
    You're doing a great job on this. It's challenging without being too frustrating, and it plays smoothly. It reminds me of Bumpy's Arcade Fantasty.

    Thank you so much, glad to know you enjoyed it ! =)

    I did try to make the first levels not too difficult so that the player can handle Hop's behavior step by step. I consider the first world as a training course : the only enemy before the first boss on level 10 is time and Hop must master different kinds of jump. By the way, which level did you get to ? Did you beat the first boss ? Did you use access codes to start the game in another world ?

    Feel free to post other comments about Hop!2D, can I add your name to the list of testers ? B)

    I will have a look at the game you mentioned, do not know it yet ;)

    New levels, enemies and mechanisms coming up !

  • SpaceAceSpaceAce Posts: 11Member
    edited July 2021

    @Asthalis said:

    @SpaceAce said:
    You're doing a great job on this. It's challenging without being too frustrating, and it plays smoothly. It reminds me of Bumpy's Arcade Fantasty.

    Thank you so much, glad to know you enjoyed it ! =)

    I did try to make the first levels not too difficult so that the player can handle Hop's behavior step by step. I consider the first world as a training course : the only enemy before the first boss on level 10 is time and Hop must master different kinds of jump. By the way, which level did you get to ? Did you beat the first boss ? Did you use access codes to start the game in another world ?

    Feel free to post other comments about Hop!2D, can I add your name to the list of testers ? B)

    I will have a look at the game you mentioned, do not know it yet ;)

    New levels, enemies and mechanisms coming up !

    I beat the first boss. I haven't finished the second world, yet. I keep dying on the third level with spikes in it. I do use the first code every time I start a new game.

    Two suggestions:
    1) There should be a "continue" option so I don't have to go back to the home screen and enter the code every time I die.
    2) You should consider a key other than ESC for bringing up the menu. ESC also causes the game to leave full-screen mode on itch.io which is very annoying.

    Sure, add me to the list. I intend to keep playing it.

    I think you will like Bumpy's Arcade Fantasy. It's a game about a character that bounces all the time, and you have to solve puzzles and use the environment to beat each level. You'll want to get DOSBox or another emulator set up, as the game is thirty years old.

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    @SpaceAce said:

    I beat the first boss. I haven't finished the second world, yet. I keep dying on the third level with spikes in it. I do use the first code every time I start a new game.

    Two suggestions:
    1) There should be a "continue" option so I don't have to go back to the home screen and enter the code every time I die.
    2) You should consider a key other than ESC for bringing up the menu. ESC also causes the game to leave full-screen mode on itch.io which is very annoying.

    Sure, add me to the list. I intend to keep playing it.

    I think you will like Bumpy's Arcade Fantasy. It's a game about a character that bounces all the time, and you have to solve puzzles and use the environment to beat each level. You'll want to get DOSBox or another emulator set up, as the game is thirty years old.

    Thank you for your interesting and inspiring feedback :)
    Your name will be added in beta 8 version B)

    1/ "continue" option ?
    I do understand how frustrating it can be to enter a 6-digit code for each new game once you start to get comfortable with Hop. As I want to keep the code access process for harder worlds and I consider the first one as a training course, here's what I think I will do : once the "play" choice is made, the player could reach another screen where he has to choose (directly with left or right arrow key) between :

    • starting for scratch (e.g. level 1) and playing the intro animation
    • directly start in world 2 (e.g. level 11) and skipping the intro animation
      As I mentioned in the HELP menu, using codes to avoid starting from scratch implies less extra lives, but I do already keep the 2 extra lives when the player decides to start the game in world 2. That way, no real change in gameplay but a shorter and less tedious path to start the game from world 2 for hardened players.

    What do you think about it ? ;)

    2/ ESC key
    That's a harder one... Actually, when I started working on Hop!2D, I did not know itch.io. And, to me, ESC is a standard and intuitive key used to pause or quit in almost every game I know, so why change it (or what instead) ? I do get going back to window mode instead of pausing the game in itch.io can be very annoying but do you think fullscreen mode is useful on itch.io ? (I wonder if it was worth allowing it or not). If it is definitely a pain for you, why not just downloading the window version of the game and play more comfortably ? In this version, SPACEBAR key toggles fullscreen mode, so no conflict with ESC key. :)

    By the way, another function of the game is unavailable in the online version of Hop!2D : screenshot ! The downloadable version saves a screenshot at the end of each game (day and time is included in the name of the file) and the player can save other ones at any time. Maybe one more reason to get the "real" game ;)

  • SpaceAceSpaceAce Posts: 11Member
    edited July 2021

    @Asthalis said:
    1/ "continue" option ?
    I do understand how frustrating it can be to enter a 6-digit code for each new game once you start to get comfortable with Hop. As I want to keep the code access process for harder worlds and I consider the first one as a training course, here's what I think I will do : once the "play" choice is made, the player could reach another screen where he has to choose (directly with left or right arrow key) between :

    • starting for scratch (e.g. level 1) and playing the intro animation
    • directly start in world 2 (e.g. level 11) and skipping the intro animation
      As I mentioned in the HELP menu, using codes to avoid starting from scratch implies less extra lives, but I do already keep the 2 extra lives when the player decides to start the game in world 2. That way, no real change in gameplay but a shorter and less tedious path to start the game from world 2 for hardened players.

    What do you think about it ? ;)

    2/ ESC key
    That's a harder one... Actually, when I started working on Hop!2D, I did not know itch.io. And, to me, ESC is a standard and intuitive key used to pause or quit in almost every game I know, so why change it (or what instead) ? I do get going back to window mode instead of pausing the game in itch.io can be very annoying but do you think fullscreen mode is useful on itch.io ? (I wonder if it was worth allowing it or not). If it is definitely a pain for you, why not just downloading the window version of the game and play more comfortably ? In this version, SPACEBAR key toggles fullscreen mode, so no conflict with ESC key. :)

    By the way, another function of the game is unavailable in the online version of Hop!2D : screenshot ! The downloadable version saves a screenshot at the end of each game (day and time is included in the name of the file) and the player can save other ones at any time. Maybe one more reason to get the "real" game ;)

    By "continue" I meant when the player runs out of lives, not when you first load the game. So, play, play, play; die, die, die. "Continue" button on the game-over screen allows player to start over at beginning of current world.

    I'm not sure what you mean by "extra lives." I thought I always started with three lives.
    Edit: Unless you mean earning extra lives while you play.
    Edit II: Hm, seems like I only start with two lives when I put in the code to go world three.

    Full-screen is useful. It's the only way I play the game. You are right that ESC is intuitive and the standard, but if it conflicts with a key on its host platform, it's not very useful. "P" for pause, or space bar like you said you use in the downloadable version, or F10, or something along those lines.

    I play online because it's convenient. The game is there and ready to go when I want it. Also, I use Linux, and it looks like the downloadable version is for Windows. Even if there were a Linux build, I would probably play it online, instead.

    Edit: I just beat world two. I don't think that's a very good difficulty curve. I beat world one on my first try, no problem, but it took me like forty tries to beat world two. That's too big a leap.

    Other thoughts:

    It's not obvious that those flying creatures which show up on level seventeen are enemies. You paint them a dull color that matches the background, and they fly behind everything else. That makes them look like background scenery. I didn't know they could hurt me until I touched one.

    I'm not a fan of the blind leap on level twenty-four. It's not obvious that you have to go straight down the middle, especially when you have vines hanging down that seem to be directing the player to follow them.

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    @SpaceAce said:

    By "continue" I meant when the player runs out of lives, not when you first load the game. So, play, play, play; die, die, die. "Continue" button on the game-over screen allows player to start over at beginning of current world.

    I'm not sure what you mean by "extra lives." I thought I always started with three lives.
    Edit: Unless you mean earning extra lives while you play.

    Full-screen is useful. It's the only way I play the game. You are right that ESC is intuitive and the standard, but if it conflicts with a key on its host platform, it's not very useful. "P" for pause, or space bar like you said you use in the downloadable version, or F10, or something along those lines.

    I play online because it's convenient. The game is there and ready to go when I want it. Also, I use Linux, and it looks like the downloadable version is for Windows. Even if there were a Linux build, I would probably play it online, instead.

    Edit: I just beat world two. I don't think that's a very good difficulty curve. I beat world one on my first try, no problem, but it took me like forty tries to beat world two. That's too big a leap.

    Sorry, I meant "remaining lives" instead of "extra lives", that was confusing :3

    In my opinion, once he has gone far enough in the game, the player should be free to start from any world he has unlocked, not only from the last one. That's why I thought about using codes revealed at the beginning of each world. But as a reward for a player who chose to start from level 1, starting from world 2 or higher implies less lives at the beginning of the game (still 3 lives for world 2 but less for next ones). Restarting the game from the last world with 3 lives seems a bit too easy for me (and if you play previous worlds well, you may have extra lives to help you). Each system has its pros and cons (arcade-style "continue" menu means less keys to type but limited choice to begin a new game). Not easy to choose...

    About the ESC key, I looked at my own keyboard and I see 2 alternatives : BackSpace (right above Enter, a right place to say "no" instead of "yes" but not commonly used in video games) or Ctrl (reachable from both hands, not far from arrow keys for the right one, currently used as "action" key in many video games but not for Hop as he can only move left or right). By the way, I wonder if the "quit" version is really necessary from the welcome screen : it is useless for the online version and you can still close the game by its window on the Windows version.

    Moreover, the online version does not manage 2 in-game functions : fullscreen mode (I'm OK with this as itch.io can do it) and screenshot. When I designed the game, I used automated screenshot to save the "game over" screen (and the player could also save a screenshot whenever he wanted). Too bad you can't get the screenshot file on the online version. :'(

  • SpaceAceSpaceAce Posts: 11Member
    edited July 2021

    In my opinion, punishing players for using the continue codes is a bad idea. Can you think of any other popular games that do that? I can't think of a single one. There might be some, but it's unusual, and it's unusual for a reason. If a game starts with three lives, it should start with three lives whether or not you are using a continue code.

    You're saying players can start from the beginning, but the whole reason continue codes exist is because players don't want to do that. I've already played the levels in world two fifty times, I don't want to have to keep playing them over and over. I want to move forward and see new things.

    Obviously, you should write a game that makes you happy. That's the whole point. From my perspective as a player, it is unenjoyable to feel like I am being punished by having lives taken away just because I don't want to keep repeating previous levels.

    Here is a brutally hard game that understands how to balance frustration and fun: https://store.steampowered.com/app/260790/1001_Spikes/ You start with 1,001 lives, but nobody thinks the game isn't challenging because of that. It's very hard, but you don't feel stuck. You are never forced to revisit anything you don't feel like revisiting just to build up enough lives to advance one more level. The game lets the challenge of the levels speak for itself.

    Anyway, I don't like that particular design decision you made for this game. That's the last I'll say on it. You mght be making this game for a different kind of player, and that's up to you.

    On the plus side, I do like the new mechanics and obstacles you introduce as the game goes along. The fruit, the spikes, the springs, and now the breakable blocks. You've done a good job of keeping the levels fresh. One note about the breakable blocks: PLEASE tone down the sound they make. It is WAY louder and sharper than anything else in the game. The game's sound effects are generally very good, and very fitting to the environment. That block sound is like someone cracking a whip in my ear.

    Edit: I'm not sure what you meant by this:
    "Each system has its pros and cons (arcade-style "continue" menu means less keys to type but limited choice to begin a new game). Not easy to choose..."

    You can have both. The "continue" button would only be for when you lose your last life. You would see it on the game-over screen. If you choose not to continue, you would return to the main menu, and you would be able to start a new game or enter a level code. The only thing I am suggesting is allowing the player to click "continue" after they're dead, instead of making them go back to the main menu and enter the code when all they want to do is start over on the same world they died on.

  • AsthalisAsthalis Posts: 96Member
    edited July 2021

    Thanks once more for your player expertise ;)

    Game start level
    I think we agreed on the best way to manage it :

    • always at the beginning of a world
    • keep code entry system
    • allow the player to skip world 1 (training course) and directly go to world 2
    • allow the player to restart from the last world he reached, without code typing or going back to main menu

    I'm fine with this, it won't be a huge work to get it right and players may appreciate it more this way.

    Starting from any world with 3 lives
    I thought about it again and I admit you must be right. Even though Hop!2D is not an genuine arcade game where you can always insert a coin to continue, 3 lives will be OK. As levels get harder and harder, starting from world 5 with 3 lives will definitely not be as easy as from world 2. And, as I already said, you are likely to reach world 5 with more than 3 lives if you do it from the start and manage to avoid most hazards.

    Breakable wall sound
    As you noticed, I intentionally avoided loud and brutal sounds in Hop!2D. I did not want to use too many of them, just enough to keep the player focused on his game. The same reason led me not to add music (Anyway, I may be a terrible composer and I didn't want to use anyobody's creation just to add a music option in the game ). Maybe it's not just a question of loudness, the "crack" sound of breakable walls may just not be the right one, I'll try to find something smoother to the ear ;)

    I deduce from last point you have now reached world 3 (congratulations !). So far, what do you think about the learning curve of the game ? Have you been stuck a long time in a particular level ? Is the game too easy or too hard ?

    I asked myself if it would be useful to name all levels (just like in Lemmings, for example) to make them more "memorable" than numbers for players. Each one already has a name in my GDScript Code, that makes them easily "switchable" in the same world or different ones, depending on the difficulty of new designed levels.

  • SpaceAceSpaceAce Posts: 11Member
    edited July 2021

    Wow. I don't know what happened. I left an entire long reply here, and now it's gone. I left to go play some more, and came back, and my reply is not here. I will try to remember all I said.

    @Asthalis said:
    Thanks once more for your player expertise ;)

    You're welcome. I hope it is helpful.
     

    Game start level
    I think we agreed on the best way to manage it :

    • always at the beginning of a world
    • keep code entry system
    • allow the player to skip world 1 (training course) and directly go to world 2
    • allow the player to restart from the last world he reached, without code typing or going back to main menu

    I'm fine with this, it won't be a huge work to get it right and players may appreciate it more this way.

    I like all of this, but I think it's fine to make the player finish world one in order to earn the first continue code.
     

    Starting from any world with 3 lives
    I thought about it again and I admit you must be right. Even though Hop!2D is not an genuine arcade game where you can always insert a coin to continue, 3 lives will be OK. As levels get harder and harder, starting from world 5 with 3 lives will definitely not be as easy as from world 2. And, as I already said, you are likely to reach world 5 with more than 3 lives if you do it from the start and manage to avoid most hazards.

    As a player, I prefer it this way so I am not forced to go back and play levels I've already grown bored with just so I can build up lives.
     

    Breakable wall sound
    As you noticed, I intentionally avoided loud and brutal sounds in Hop!2D. I did not want to use too many of them, just enough to keep the player focused on his game. The same reason led me not to add music (Anyway, I may be a terrible composer and I didn't want to use anyobody's creation just to add a music option in the game ). Maybe it's not just a question of loudness, the "crack" sound of breakable walls may just not be the right one, I'll try to find something smoother to the ear ;)

    I think you did a great job with the sound effects. So far, it's only that one sound that stands out. Reducing the volume and the peaks might be all it needs to fit in with everything else.
     

    I deduce from last point you have now reached world 3 (congratulations !). So far, what do you think about the learning curve of the game ? Have you been stuck a long time in a particular level ? Is the game too easy or too hard ?

    I have reached world three. In fact, I am paused on the boss level, right now. I mentioned before that I think the difficulty curve is too steep between world one and world two. I finished world one on my first try, but it took me dozens of tries to beat world two. I think the curve between world two and world three is better. World three seems like a reasonable step up from world two.

    Edit: Lol, I beat the boss, then I went exploring around the level and I died when I touched the barrel side of one of the cannons. I don't know if those should kill the player like that. Maybe it shouldn't fire if the player is blocking the barrel, or maybe it should if you want the cannons to be dangerous to the player.
     

    I asked myself if it would be useful to name all levels (just like in Lemmings, for example) to make them more "memorable" than numbers for players. Each one already has a name in my GDScript Code, that makes them easily "switchable" in the same world or different ones, depending on the difficulty of new designed levels.

    I think that would be a fun addition to the game, but not a big deal either way.

  • MegalomaniakMegalomaniak Posts: 4,822Admin

    @SpaceAce said:
    Wow. I don't know what happened. I left an entire long reply here, and now it's gone. I left to go play some more, and came back, and my reply is not here. I will try to remember all I said.

    Did you make sure to press save draft at the bottom? If so you should check your drafts to see if it's there.

  • SpaceAceSpaceAce Posts: 11Member

    @Megalomaniak said:

    @SpaceAce said:
    Wow. I don't know what happened. I left an entire long reply here, and now it's gone. I left to go play some more, and came back, and my reply is not here. I will try to remember all I said.

    Did you make sure to press save draft at the bottom? If so you should check your drafts to see if it's there.

    I didn't use the draft feature. I was going back-and-forth between previewing and editing, and there's some sort of bug the causes the entire page to be filled with a giant empty white box when I go from "preview" back to "edit," plus the preview/save draft/etc buttons disappear when I switch back to edit. I have to scroll waaaay back up to the top of the page, then I can see my message, and the giant empty white box disappears (I think it's just the edit textbox, which gets blown up huge then shrunk back down) and the buttons come back.

    I think it's 50/50 whether a bug ate my post, or I just got confused and didn't click "post" on the final edit.

  • harihari Posts: 38Member

    Nice and unique game mechanics, though a bit frustrating LOL. Good work!

  • AsthalisAsthalis Posts: 96Member

    @hari said:
    Nice and unique game mechanics, though a bit frustrating LOL. Good work!

    Thank you ! :)
    What do you mean by "frustrating" ? I'd be glad to know ;)

  • harihari Posts: 38Member

    @Asthalis said:

    @hari said:
    Nice and unique game mechanics, though a bit frustrating LOL. Good work!

    Thank you ! :)
    What do you mean by "frustrating" ? I'd be glad to know ;)

    As you progress even in a few levels up, the jumps seem to require very precise timing, which can get a bit hard especially when the target jump area is very small. But I guess that is the point of the game - so it's not really a critique of the gameplay but more of how I felt that in few areas I lost because I couldn't time the jump right on multiple tries. If there is one suggestion I would make, don't make the jump target area too small. Instead make the level more complex to traverse.

    I like the mechanics of the game. Perhaps a little bit of fine tuning would make it perfect.

  • AsthalisAsthalis Posts: 96Member
    edited August 2021

    Indeed, Hop! 2D is more about precision than speed, that was deliberate. Game commands are as simple as possible (2 arrow keys) so the challenge clearly has to do with their wise use. To me, rushing is not the point of the game. Most of the time, Hop need not hurry. Just detect hazards, go as close as possible to them to have a look, understand how it works, then find out the best way to overcome them and finally try it.

    As we discussed about it with SpaceAce in previous posts, a "continue" menu will soon be available for next beta (8) to restart from the beginning of the last world the player discovered, without having to type its access code again. Hope it will make it less frustrating and more interesting for everyone. ;)

  • AsthalisAsthalis Posts: 96Member
    edited August 2021

    Hop! 2D beta 8
    It's out B)

    Download Hop!2D (Windows version)
    Play Hop!2D online (itch.io)

    changelog :
    * switch from Godot 3.1.2 to 3.3.2
    * console hidden, single EXE file (Windows version)
    * modified UI (Backspace instead of Esc key, to improve itch.io online version integration)
    * continue menu to restart current world at the end of a game
    * 3-image Hop main animation (2 before)
    * sound volume reworked
    * more sprites replaced by spritesheets
    * minor menu changes

    The game interface is likely not to change much in next releases of Hop! 2D, the focus is now on new levels, worlds and enemies.

    Feedback is of course still welcome ! ;)

    Have fun !

  • AsthalisAsthalis Posts: 96Member

    Hop! 2D beta 9
    the new version is here ! =)

    Download Hop!2D (Windows version)
    Play Hop!2D online (itch.io)

    changelog :
    * 3 lives at the start of any game (from level 1, code or continue menu)
    * new levels
    * new sound effects
    * new visual effects
    * minor interface changes
    * a few bugs fixed (graphics, code)

    NOTE : I have removed the "fullscreen" button on the lower right corner for itch.io online version as the window/fullscreen mode is already implemented in the game (SPACEBAR key).

    Please have fun and don't forget feedback !

  • AsthalisAsthalis Posts: 96Member
    edited August 2021

    Hop!2D Beta 10 is on the way and will be available (I hope !) by the end of august or the beginning of september.

    Coming up : more levels, more sound effects, new ambient mutable musics, slight interface modifications, few bug fixed.

    I will likely add a cell phone version of my platformer game when PC downloadable and online versions are OK (not tomorrow, 80% of the game mechanics is done but only 50% of the levels). The final screen format will stay the same (square) and I will use the remaining space to add big LEFT and RIGHT buttons as well as confirmation and cancel ones to stick to original simple UI.

    I also look forward to doing another devlog video about some features of the game. It will include french and english comments.

    Any player interested in testing a Linux downloadable version ? I don't use Linux on my PC so I won't be able to test it myself. Just let me know ;)

    Remember anyone can have its name added to the official tester list (see thanks section in the game) so feel free to send your comments B)

  • AsthalisAsthalis Posts: 96Member
    edited August 2021

    A few pictures of Beta 10 version on the way ;)


    redesigned main menu with sound options


    redesigned pause menu with sound options


    one of my last games to test level modifications

  • SpaceAceSpaceAce Posts: 11Member

    @Asthalis said:
    Hop!2D Beta 10 is on the way and will be available (I hope !) by the end of august or the beginning of september.

    Coming up : more levels, more sound effects, new ambient mutable musics, slight interface modifications, few bug fixed.

    I will likely add a cell phone version of my platformer game when PC downloadable and online versions are OK (not tomorrow, 80% of the game mechanics is done but only 50% of the levels). The final screen format will stay the same (square) and I will use the remaining space to add big LEFT and RIGHT buttons as well as confirmation and cancel ones to stick to original simple UI.

    I also look forward to doing another devlog video about some features of the game. It will include french and english comments.

    Any player interested in testing a Linux downloadable version ? I don't use Linux on my PC so I won't be able to test it myself. Just let me know ;)

    Remember anyone can have its name added to the official tester list (see thanks section in the game) so feel free to send your comments B)

    I am primarily a Linux user. I was going to ask why you don't have a Linux version available. I've been using the Windows version under Wine on Ubuntu 20, and it works fine, but a native version would be nice.

    I liked your original sound effects. It was only the shattering block that was unpleasant.

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