This is Super Dapper Man!

The game is about combos, jumping on foes head not only kills them but slows down time so you can jump on another opponents head.

That's not all! Each successful headbounce kill equates to +1 Jump which can be used before touching the ground. If you get 9x kills in a row, guess what, you can now jump 9x times in a row before touching the floor. Tho, hard to achieve, is theoretically possible. But once you touch the floor you're jumps reset to a default double jump. It's a nice reward system for successful kill combos. Hope you enjoy my game.

Oh, and you can go slow mo anytime, and throw coins to pay your enemies to leave the match as a sort of insta kill. Tho, I recommend you saving your coins for the harder engagements, because when you're out of coins, you have to go back to jumping on skulls!

I made this project by myself, in 2 weeks starting with zero knowledge of coding using Godot. I am going to work and add more levels to the game every week. I want to get at least 20 levels eventually. Right now there is just half of that. Please tell me what you think, I am working real hard on it. I appreciate all feedback I get.

Updated 11 hours ago
Published 6 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorMr. Dapperton
GenrePlatformer
Made withGodot
Tags2D, Action-Adventure, Pixel Art, Retro

Development log

Comments

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I just played this game, and I like it. The character controls feel nice and the art looks good. There are just a few issues I see at the moment. For one, the hitbox of the enemies stays even when they are dead. This is especially visible when there is a platform above the player, with the player bouncing extremely fast up and down. It also is noticeable when jumping off an enemie and staying in the same position. Before hitting the floor, you jump again off the now almost invisible corpse. This is only the case with the small green enemies.

Another thing I noticed is the slow motion effect duration. When jumping off one enemies head and landing on another's before the duration is over, it does not get longer. 

A third, minor, thing is in the first level, there seems to be a light effect following the player that randomly appears and disappears

Now for some feature ideas:
1. A "Main Menu" or "Level Select" button in the game would be nice.
2. A keybind explanation. It took some time to figure out I have to press 'ctrl' to throw coins and that I can press shift for manual slow-mo.

All in all, I like the game and hope to see more soon

Here is what I fixed after reading your comment...
~No Slo Mo after 2nd, 3rd, 4th jump etc. Now you get slow mo every skull crush.
~Keybind explanation now added in tutorial level
~BIG FEATURE I ADDED as a recommendation from another player was to add additionial stackable jumps on top of your double jump for each successful headcrush in a row. So you can potentially jump 10x times in a row if you were good enough. It's a reward for being good. Let me know what you think of this change.

As for the corpses being jumpable. There is reason for that. So you can jump from corpse to corpse on the levels where you are on top of those breakable pads. Jumping on the corpses will give you additionial strategy. But may remove it, and make the corpses no longer jumpable since we got potential for unlimited jumping.

I just utilized every piece of advice you gave me and fixed everything plus some. Play it now.

Please let me know what you think!

The first level music is amazing. What is it called, I tried to find it?

(+1)

Gothicvania asset pack from here on itch.io!

Omg thank you so much!

No problem, what did you think of the game?