WARNING:

  • Demo video has terrible resolution and obscenely out-of-sync sound. Couldn't get OBS to cooperate. Use the itch.io link! * * Using long-press to quit breaks the game in-browser even on reload. So don't do that.

Inspiration

Everyone loves wall jumping. It's the best part of platformers and Metroidvanias. Also, I've become deeply interested in accessibility and one-button games are one avenue.

What it does

A single-level proof-of-concept that uses only the space bar for menu interaction and 3 kinds of jumping:

  • regular
  • double
  • dash

    Includes hazards (spikes) and a goal (platform with exit)

How I built it

Implemented in Godot, which I had never even heard of (thanks, Dimmer!). I relied heavily on:

Challenges I ran into

  • I've never made a game or tried to before the start of this GHW
  • Deciding on an engine... and a project; didn't get started until Day 4
  • Related: I wanted to form a group but couldn't justify it at that point
  • Wall jump guides all assume you have directional input; I had to just figure it out
  • Broke the game completely several times by not testing often enough
  • I got sick. I'm sick right now

Accomplishments that I'm proud of

  • The debug version works surprisingly well for my level of experience and how much time I've spent on it
  • Camera and micro-playtime aside, it almost feels like a real game
  • I really didn't want to refactor when I got everything working but I did anyway. That must be worth something

What I learned

  • Signals are important
  • Making games is both easier and harder than I expected
  • A stable debug build is meaningless in the face of multi-platform compatibility

What's next for One-Button Wall Jumper

  • More use of signals
  • Physics tweaks
  • Bug fixes
  • A dash charge sound
  • Custom sprites
  • Particle effects
  • Colors?
  • Will probably become an endless jumper instead of having lots of hand-crafted levels

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