Quick Pixel is a short precision platformer. Technically started as a "sequel" of my other game Ashes Generic Speedrun Platformer

Inspired by games like Celeste. It was created in 6 months, I started in gamemaker, before porting it to Godot. This was used as a way to learn programming and godot.

The game uses keyboard and mouse, the inputs are rebindable, however can not use gamepad, due to me not having the knowledge of adding it.

NOTES:

For Firefox users, I dont know why it opens in a new window, otherwise it should work fine. As well I have no way to test the Linux port and may not run, please let me know if you play it and it does run.

Credits:

Music for half the levels by Ivory Toothpaste
font is Thaleah by Rick Hoppmann

Updated 2 days ago
Published 8 days ago
StatusReleased
PlatformsWindows, Linux, HTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorStickTrix
GenrePlatformer
Made withPaint.net, FL Studio, Godot, ChipTone
Tags2D, Godot, Pixel Art, precision, Retro, Singleplayer, Speedrun, trashcore
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilityColor-blind friendly, High-contrast

Download

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Click download now to get access to the following files:

QuickPixel_Win.zip 109 MB
QuickPixel_Unix.zip 106 MB

Development log

Comments

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(+1)

Saw your post on Bluesky and wanted to try the game, but ended up playing all levels (I did it on Firefox with no problems other than the new page).

The camera is indeed too jerky and it doesn't help that the cute little cube starts moving too fast (I guess you aren't using a lerp for movement?). Instantaneous movement is a valid game design choice, but the camera suffers from it: have you tried enabling position smoothing? Even just a little can help a lot. That said, turning camera movement off is definitely better; maybe it should be off by default.

Gameplay wise, I think the higher jump after dashing into the ground is underutilized: after the tutorial, I needed to use it only for the last jump in the last level (I for sure missed some speedrun skips that could use it, though). Also, the tutorial for it is a bit misleading, as it requires a dash upwards after it, which made me think I was doing it wrong by not jumping higher: maybe you could remove the need for the upwards dash by putting spikes on the ceiling and using the fact that the higher jump is shorter than the dash.

As for nitpicks, one of the messages at the top of the screen came out as "null" (don't know if is intended) and, finished the last level, the "next level" button does nothing (you could rig it to take to a win screen or just the level select screen).

I like how the cube is cutely animated and the level design was pretty good! I liked how it offered multiple routes and the secret on level 6 (which I actually reached a couple of times by mistake, so maybe it could be made a little more difficult).

Also, thanks for putting key rebinding: I greatly prefer WASD to arrows, so it always irks me when a game force me to use keys I'm not accustomed to.

I had fun! You could for sure work on it a little more and it would become a great little game, but even just as Godot practice, I think it served its purpose :)

(+1)

thanks for the feedback! ill definitely look into those issues aswell when i work on it again. The camera should already have smoothing on it, but ill definitely look again and see if i can fix it.

Also thanks for the heads up! i was worried about performance on browser, aswell the "null" message is actually one of the intended messages luckily.


And thank you! im glad you enjoyed it as well!

I'm not sure if it's an issue on my part, but if I try playing the game after the update on Firefox, the game is stuck on loading.

Other than that, the windows version works perfectly. The camera has improved a lot, it feels very nice now, nice work!

(+2)

Hey! This game really has some great stuff going on here, and it's super obvious you put a ton of work into it. 

I'm having to quit just a few levels in unfortunately, because the camera is giving me a bit of a headache. The camera snaps super aggressively forward and back to the player depending on if you're moving forward or have come to a stop (and when you respawn as well). This is super useful as a way of showing the player the level ahead of course, but the movement is so fast in this game it kinda feels like I'm getting whiplash. Hopefully this is only a problem for me since I tend to be more sensitive to motion sickness problems in games, but hopefully you find this helpful on some level

Seriously though, this looks like an awesome game, and the controls seem super well polished. Congrats on the release!

(1 edit)

hey thanks for letting me know! i do have a toggle to turn off the camera movement in the settings, (i realize the names a little vague for it thats my bad, but it makes it so it just follows the character instead of moving ahead) when i work on it again in the coming days ill take a look at the camera movement again to see if its possible i can tone it down again! I appreciate the feedback as well!

(+1)

Thanks for the tip! I replayed it with that setting on and had a great time! This was a ton of fun. That last segment in level 10 was particularly cool

It was a bit frustrating having to swap from keyboard to mouse to hit the next level button. It would be a lot better if I could just control that with the keyboard as well.


Other than that though I loved it! Thanks for the game!

Awesome! im glad that helped! and thank you for giving it another try with that enabled!

I can understand that, I need to look more into how Godot deals with that sorta thing, i just hadnt looked into it as of yet. ill try to look into it though! 

Thanks for playing!

(+1)

This is a fun little platformer with some cute music! 10/10 would play die again