Poler Knight: A Polar Night
Supports both keyboard and XBox controller. Right now, XBox Controller controls feel the most natural.
I would not recommend trying to use the throw and magnetism mechanics until you get the hang of bouncing and pulling with the regular pole.
If this were a real game, you would start with just the bounce power, then eventually get the pull power, then maybe some other things, and then, in the mid-late game, get the ability to throw the pole and all that entails.
Controls:
Action | XBox Controller | Full Keyboard | Mouse and Keyboard |
Reset Scene | Start | R | R |
Move, Aim Pole (while holding pole) | Left Stick | Arrow Keys | WASD |
Jump | A | Space | Space |
(While holding pole) Bounce off of wood end of the pole | Right Trigger | C | Left Mouse Button |
(While holding pole) Get pulled towards light blue objects using the light blue end of the pole | Left Trigger | X | Right Mouse Button |
(While holding pole) Throw pole | Right Bumper | Z | Left Shift |
(While standing in a thrown pole's area of effect) Get pushed away from pole | Right Trigger | C | Left Mouse Button |
(While standing in a thrown pole's area of effect) Get pulled towards pole | Left Trigger | X | Right Mouse Button |
(While not holding pole) Return pole | Right Bumper | Z | Left Shift |
Status | Prototype |
Platforms | HTML5 |
Author | gramlingc |
Genre | Platformer |
Made with | Unity |
Comments
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I thought this was gonna be in Godot! >:(
Love that Polar Knight is coming back! ^.^
heres my unsolicited feedback from 43 seconds of gameplay
Controls were a bit confusing in the beginning, mostly because I have to use the mouse to click but not to aim.
fell off the map lol
Why is the embedded screen so freakishily large do u use ultra wide or something
Here's my unsolicited fixes for your complaints:
I added another, hopefully more comfortable control scheme for keyboard, although neither of the keyboard control feel as good as the controller :(
I added a reset button that you can use if you fall off the map
I changed the screen size to be smaller lmao
TBH I was not at all expecting anyone to play this yet, just putting it on itch so it's easier to ask people to playtest lol. I'm trying to make movement as nice as I can for now, and then I'll make some prototype levels, and then maybe get started on enemies.
The Godot version was a little... Unruly lmao. This is kind of a pet project to make a much smoother and manageable control scheme, as well as add a few fun features to make it more dynamic!
:eyes: