Revamp
You are a vampire that is in thirst of blood. To fulfill your thirst you go through challenging levels that will test your agility!
- All assets and animations are handmade except for music!
- Challenging levels on the Outside world, Dungeon and a Cathedral with 18 playable screens!
- Every move counts! Deaths are cruel!
Controls
Game has standard platformer controls (Z - climb, X - dash and C/Spc - jump) and mechanics that combined with the levels design provide you with a challenging gameplay!
Can you beat Revamp deathless?
Note: This is our first ever game! All the feedback is welcome as we want to improve and possibly extend this project!
Credits:
Music used in game has been created by xDeviruchi
Status | In development |
Platforms | HTML5, Windows, Linux |
Authors | AdrenalineDev, SaviourDev |
Genre | Platformer, Adventure |
Made with | Godot |
Tags | 2D, Godot, Hand-drawn, Indie, jumping, Pixel Art, precision-platformer, Short, Speedrun |
Download
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Click download now to get access to the following files:
Revamp_v0.1.2_linux.zip 106 MB
Revamp_v0.1.2_win.zip 106 MB
Development log
- Revamp Patch v0.1.2Mar 26, 2024
- Revamp Hotfixes v0.1Mar 23, 2024
Comments
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My experience was frustrating:
Thank you for the feedback! We're sorry for the frustration that you experienced. There are indeed other controls (Z, X, C keys) (all controls are to be found under the help button in menu). (I've just noticed that once in game you cannot go back to the menu as well)
#EDIT
We've done some changes that should help with controls now. Game also launches in maximized mode.
I tried to give it a try again but I don’t feel it’s a precision platformer yet. I know it’s your first game so I don’t intend it to be a destructive review
Still does not have an options menu and the help icon looks like a helicopter landing pad. Trust me, giving the option to change the sound volume and screen resolution is a plus for your game and it’s not hard.
In the first screen if you move to the left you can see the empty gray world, should be easy as set the limits of the camera as well an invisible wall for the player.
The player feels ‘heavy’, I notice you can shorter the jump but I don’t quite feel that you have a smooth movement of the player even in the dashes. It’s a difficult thing to achieve but if your game is a precision platformer it should be the top priority.
Climb does not stop in ledges and seems to scale an invisible wall.
A precision platformer needs to be hard but not frustrating, even Celeste has checkpoints for each screen but in this game you come back to the start of the level and that’s not cool. if this is intentional, you should at least increase the bat speed on return.
Game feel, oh boy, I miss a good camera shake on dash, some particles, smoke on landing, world details, world lighting, leaves moved by the wind, etc.
Support gamepads, keyboard does not feel good to play when it comes only to ‘keys’ in this type of genre. I would at least give the opportunity to remap the controls. If I play with keyboard I usually use J for dash and K for climb.