Flipbound
- 5 Devlogs
- 34 Total hours
Since my last devlog, I made a quite a few changes:
Implemented a timer in the top right corner of your screen. The timer starts, as you soon, as you start your run. Timer resets if you die or complete a level. Your best times per level are saved in the browsers localstorage and in each level your current time and best time are being displayed
Upgraded the overall game flow, created a level select screen, where it shows your best beat time. Also, levels are now locked, so you cannot play level 2 unless you beat level 1. The game saves your unlock progress in localstorage
Created a level complete screen, so now when a player touches the doors, a “Level Complete” overlay pops up showing your time. If you beat a record, it flashes “NEW BEST TIME” and you get choices to Retry, Play the next level or Go back to the level selection screen
Created a pause menu. When pausing your timer stops. In the pause menu, players can choose to either continue, reset or exit the level
Flipbound is a 2D platformer game that I’m building with the main mechanic being - flipping gravity. You press Space and you fall up. The game is being built in plain HTML, Vanilla JavaScript on a <canvas> and tailwindcss.
Today, I made the core mechanics of the game. Got the player movement, gravity flipping. Decided to add a Gravity Meter, which means that you cannot hang out in the ceiling forever. When you flip, the meter starts draining and you have a few seconds before you fall back to the floor.
After the gravity meter was done, I started making the level creation. Created a few levels with spikes, standing & moving platforms. Made the player move with the moving platform, so he doesn’t fall. After that, created the death & respawn logic.
Finally, added a camera so I could make the levels bigger, made a quick main screen and a door that transports the player between levels.
The red rectangle is a spike, the gray ones are standing platforms (they don’t move), the orange one that I’m standing on is the moving platform and the green bar at the top is the Gravity Meter.
At this time, there are no graphics and everything is ugly because I want to focus on mechanics first and then design.