Hatman Adventure
A downloadable game
A classic 2D metroidvania with trichromatic artstyle. You, a player, is a wandering spirit exploring a dark limbo-like realm. Fight your way through the enemies, discover secrets scattered generously through every map, gather power and defeat the ultimate Big Baddie! The game is extremely lightweight and should have around a few hundred FPS on most machines.
This game is an open-source project done as an experience in implementing game engines. See github repo for details.
Special thanks to following artists for providing free assets used in this game:
- Nicole Lyria (soundtrack)
- 0x72 (enemy textures)
- Jesse Munguia (enemy textures)
- Calciumtrice (enemy textures)
- Balmer (enemy textures)
- Ansimuz (enemy textures and special effects)
Status | In development |
Author | HatmanGame |
Genre | Platformer, Adventure |
Made with | SFML, SDL, Aseprite, Tiled |
Tags | 2D, 32x32, Metroidvania, Open Source, Pixel Art, SFML, Singleplayer |
Code license | MIT License |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Source code |
Download
Download
Hatman Adventure (ver 23.08.20).zip 106 MB
Comments
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I found out few moments/bugs/features, that should be taken into consideration.
1) If we press A button (go left direction) and than press D button (go right direction) very fast, the direction of character's motion doesn't change to the right, hero still keep going the left side, with the condition of helding the button. With opposite situation (firstly we press D) effect is same: hero keep going the right side.
2) When we fastly press S + Space while standing on the thin plate, hero moving down the one pixel and then "fly" to the initial position. I thing, this is strange.
3) The strongest enemy in the game is wolf!!! Boss is more important, but easier to kill. It is unreal to damage wolf without obtaining any damage in return. If you don't find any artifacts you will be killed by wolf be for 3 jumps.
4) Hero can attack the enemy while standing lower, but enemy can't. Maybe it will be more interesting to add bottom strike to mobs.
5) It is not convenient to calculate artifact bonuses youself. Moreover, during starting level (and during all further levels) doesn't explain how to pick up the items (you need to press E).
6) When several same mobs hit you simultaniosly you will be knocked back as far as if every mob hit you individually in a row, that is very FAR. V E R Y F A R.
In general, there are many moments that can be improved, but the game gives a great impression. Interesting mobs, good chosen visual (not much details, but everything is clear to understand), many hard moments that are not with broken mechanics (except the wolf, he is crazy m****rf****r). All animations looks smooth and realistic. Great idea with a blow from behind, you need more think to survive, because the most mobs are faster than you. I think, that game will be much harder if there will be limited number of HP. The process of searching for various portals and artifacts is interesting. There are several moments, where mobs are positioned disgusting, so the adventure is more challenging. Game awards player for finding clever way of killing the mob or group of mobs. Hardcore gamers approves.
Really good idea and implementation. Definitely like!
Thank you for your feedback! User testing is a crucial part of building a proper product! Points 1, 2, 3 and 5 were addressed in last patch (see changelog 2023.08.13) through bugfixes and altered mechanics, some other QoL changes are currently in development.