Hey! I really appreciate the feedback. I 100% agree with you; without more variation in the platforms, there isn't much replay value. However, as an extremely junior developer, I am struggling to find a way to incorporate more verticality into the current generation system. This will be a hurdle to overcome, but will make the game exponentially more interesting if I can figure it out.
A few specific questions if you have the time: - How was performance on your system?
- How do the controls feel? The goal is to have responsive, consistent, and smooth movement.
Additionally, considering this post is nearing 3 weeks old, I wanted to share a more up-to-date screenshot. I've been spending a lot of time on the visuals. Again, thanks for taking the time to play!
that makes sense about verticality - i hadn't considered the ramifications code-wise. you might be able to achieve a similar effect with some tall shapes scattered about...? about your questions:
game was completely performant! no issues. levels took a short time, maybe 2 or 3 seconds, to generate
the controls felt solid. i didn't have any missed inputs and the character is responsive. the slide move could use some tweaking though. i really like how it feels to use in air, but considering how tiny all of the platforms are i basically never wanted to actually slide forward on landing. a few ideas:
have some larger sloped platforms with large amounts of empty space between them. then the slide can be used to build speed and launch yourself like a skill-based long jump. this would also add some variety to the gameplay. might be harder to code, though!
just make the move work like the dive in mario odyssey, where instead of flopping on the ground and skidding forward, you immediately return to standing position.
The slide was intended to lead from being in a dive to dive jumping, similar to Super Mario Sunshine's dive. It's creates a sort of high risk/high reward situation when it comes to beating your personal best time on a level. Though admittedly, there isn't a reward system in place to entice the player to complete a level faster right now. I will definitely look into either adjusting the slide or creating more situations where you would want to use it. Thanks!
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this is a cute idea! some thoughts:
best of luck with development!
Hey! I really appreciate the feedback. I 100% agree with you; without more variation in the platforms, there isn't much replay value. However, as an extremely junior developer, I am struggling to find a way to incorporate more verticality into the current generation system. This will be a hurdle to overcome, but will make the game exponentially more interesting if I can figure it out.
A few specific questions if you have the time:
- How was performance on your system?
- How do the controls feel? The goal is to have responsive, consistent, and smooth movement.
Additionally, considering this post is nearing 3 weeks old, I wanted to share a more up-to-date screenshot. I've been spending a lot of time on the visuals. Again, thanks for taking the time to play!
that makes sense about verticality - i hadn't considered the ramifications code-wise. you might be able to achieve a similar effect with some tall shapes scattered about...? about your questions:
hope this helps!
The slide was intended to lead from being in a dive to dive jumping, similar to Super Mario Sunshine's dive. It's creates a sort of high risk/high reward situation when it comes to beating your personal best time on a level. Though admittedly, there isn't a reward system in place to entice the player to complete a level faster right now. I will definitely look into either adjusting the slide or creating more situations where you would want to use it. Thanks!