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Platformer Unknown

Platformer Unknown - Rev 17

Theo Hegemann (lizards160)



Try to pass the levels in this tricky little side scroller. Featuring many things like teleports and death traps it is an exiting arcade game. I will put in players levels in a level extension pack every once in a while. If you feel like making a level email it to made it JUST for this game its not a spam email xD)


I remade the menu a little bit... i added a level save and load feature!!! it lets you load all premade levels AFTEr you pass them... im going to add a high score for something later... maybe lives!!


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Platformer Unknown - rev 031 - Nov 3, 2009
Platformer Unknown - Rev 17 - Sep 27, 2009
Platformer Unknown - Beta 12 - Sep 23, 2009
Platformer Unknown - Beta 10 - Jun 3, 2009 account Comments

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October 23, 2009 3:19am - Jared - nickname: (jabapyth) - 3/5
neat game! simple, but still engaging.
June 3, 2009 8:03pm - Theo Hegemann - nickname: (lizards160)
Lol. I will do that. Only major changes and stuff will be updated here.
June 3, 2009 5:49pm - Ken Lauer - nickname: (kne)
Why not use the SVN available to you on Google Code? People can simply follow the project there.

8 slightly different beta versions in the span of 4 days is great and all, but it does take over the pygame latest projects RSS feed rather quickly. :)
June 3, 2009 5:17pm - Theo Hegemann - nickname: (lizards160)
I apologize for the .rar format. What would be the preferred method of compilation?
Thanks for the reply's!!
June 3, 2009 3:36pm - Michael Arevalo - nickname: (sandhandle)
Nice game! I thought the level with the invisible walls was impossible, but I figured it out ;]
June 3, 2009 2:53pm - Alex Chambers - nickname: (alexchambers)
Could you release the game using a format other than .rar? I'm using Linux and really want to try the game out.
June 1, 2009 9:18pm - Andy Hanson - nickname: (rhodiumgames)
It runs perfectly fine on my computer. "AMD Athlon 64 X2 Dual Core Processor 5000+" (I have no idea what that means)
June 1, 2009 4:04pm - Theo Hegemann - nickname: (lizards160)
Thanks for your replies. The jumping level was designed to be deliberately evil so if you have trouble with it... well sorry(keep in mind the top is open!!). I am not the artist for this game my friend is and hes is on vacation for a little while so sorry about that.

I was wondering about adding a little stick man that ran around to get to the end or something like that. Again though it might be a little while before that is fixed.

the cliff level does have errors with up and down scrolling that i am still working on fixing. however it shouldn't be to hard to fix that. I believe it is just a variable error.

I dont know how more powerful machines could make the game sluggish however. I designed this on a 2.8GH intel dualCore with 2 gigs of ram and a 512 video card so if a bit more detailed explanation would be appreciated.
June 1, 2009 1:25pm - pymike - nickname: (pymike) - 3/5

Definitely needs some polish. I have a pretty fast PC, but the last level got a big sluggish towards the end. The level design is almost too trial-and-error... I had 65 deaths when I "won". :)

Collisions also felt wonky, and they caused some debatably unfair deaths. However, overall, it was pretty good. Keep working on it. :)
June 1, 2009 3:58am - Guillaume Salagnac - nickname: (gyom)
Hi, and first of all, congratulations. I concur with the two other commenters: there is a very cool "spirit" in this game, and it would really benefit from a bit more work in the look-and-feel.

The graphics would definitely need a more personalized "touch". If you don't feel like an artist, just concentrate on the character (the "blob" is a very good idea, even though I do not know how to draw a realistic blob :-) you could also make it just a "ball", drawing it as an ellipse when jumping and landing), and you could use a nice background photo in each level instead of the white background.

About gameplay, I found it a bit sluggish sometimes, but I guess this is only a matter of having a more powerful PC ;)
On the other hand, something you should really thing about is the scrolling mechanism: I gave up at the "jump off a cliff" level after 5 or 6 tries because I could not see soon enough what is coming. You should trigger scrolling earlier in terms of character position.

Other than that, yeah, good fun. Keep up the good work, and that'll be great.
May 31, 2009 7:49pm - Ken Lauer - nickname: (kne)
Cool. Has potential :)
May 31, 2009 6:40pm - Andy Hanson - nickname: (rhodiumgames)
You're definitely VERY good at level design. Best I've seen on this site. But instead of adding more levels I think you should go back and add polish. It needs an actual theme. Like how every game has a gimmick that makes it unique. Maybe you could make your character be a blob of cells that has the ability to change size or something.

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