A downloadable game for Windows

A Hard checkpointless foddian-style platformer following a simple frog's journey on its Ascent to the top. 

(Progress is saved to a file)

Submit your times in the comments - 00:02:13.24 is the time to beat! :)

CONTROLS: 

Hold Left click to jump towards the cursor and press Esc to open the menu. Double tap R to quick reset file.

CREDITS:

Made solo by Jamie Marland for my College Final Major Project

Art used and mixed from: Tranquil Tunnels by Octoshrimpy


StatusReleased
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJamie Marland
GenrePlatformer, Adventure
Made withAdobe Photoshop, Unity
Tags2D, foddian, foddian-style, Pixel Art, Retro, Short, underground, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksSupport

Download

Download
Terra Ascent v1.50 (Latest) 29 MB

Install instructions

Extract the .zip and open the application inside!

Development log

Comments

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It was very difficult but I managed to complete it! The CRT-like art style was really great and the sprites were beautiful. The aerial jumps were a bit tricky to get used to at first.

(+1)

Thank you very much! I really enjoyed watching you play, I’m glad you like the style and art of the game, I’m working on a second update to add more content and hopefully make some parts of the game easier for first-time players and fix some of the bugs! Again, thank you for spending the time to play and record it!

(+1)

Overall a nice game.

The visuals are simple but really good and quite unique, especially the effect overlay on the screen. It really makes the game stand out among all the other pixel art games.

I also liked how the player interacts with the environment, it's always these small details that make a game world feel more alive.

The gameplay itself is good, but there are two issues that make the game less enjoyable:

  • I don't like how I have to wait for the jump to charge every time I want to move. I feel like a system where you click and drag the mouse (like in angry birds for example) would be better. That way you can be fast but also precise if you want, and it would make the game better to speedrun.
  • If you go to a new area (especially if that area is above you) you don't know what's on the other side so there's a high chance you'll land somewhere you don't want to, or when you're going up there's a high chance you'll just fall down all the way to the bottom. And it's frustrating that you have to go back to where you started because of something you couldn't see beforehand. (Which could be made better if it took less time to go back)

Some audio effects like jumping or sounds for interacting with the environment would've been good to make the game more immersive, but I doesn't effect the gameplay so it's not really a complaint. Again, a very nice game overall, good job!

First off thanks so much for the in-depth feedback,

Definitely understand the frustration with the hold-down time, I’ve tried to minimise the time the best I can in system but could be better, It was initially inspired by Jumpking’s hold-down jump system. Although I’ll look into changing that system and see how it plays then, could also incidentally fix an issue at the moment where when the player is next to the side of the screen it’s annoying to move further that way as the direction is directly tied to the player position.

I’ve tried my best in the level design to minimise blind jump causing you to fall however its not perfect, I’d look into some kind of ‘look ahead’ camera system to you able to check an area your not in yet to solve this maybe.

Definitely agreed some good audio does wonders for immersion, I’m not the best with audio and am still very new to Unity’s implementation of audio so if you have any recommendations or help I would appreciate it. was thinking of using Fmod.

Again thank you for the feedback!

(+1)

broo this is amazing!

Thanks!