Skullguy was created in a three day gamejam. Sophie Houlden's Pumpking was chosen as basis everyone had to use. We had no prior knowledge of PICO-8 before and focused mainly on leveldesign.
To show what's "jumpable" I used white as a colorcode to indicate that the player can use the element to jump further.
Donkey Kong Country was my leveldesign inspiration for this project. I wanted to create the same possibility of running through the whole level without stopping if you know all the timings.
Experience Design, PICO-8
Game Design
KEYBOARD CONTROLS:
Arrowkeys to MOVE
X to JUMP
HOLD JUMP TO JUMP HIGHER