I would go Q/E for the dodge and JKL for attack/jump/magnet
and maybe press R to bring in/out weapon select menu then select with wasd without the need to hold R down, and magnet momentum can be bit more floaty than how it is but platforming is fun so far.
Love the aesthetic of the flips and the mech grinding across the ground. As a personal preference I'd probably want to remap the keyboard controls to something like:
QE - for the directional flips
Left and Right arrowkeys - shoot (the direction pressed)
Right Ctrl or something for Magnet so I don't have to reposition my hand (or left shift, if you don't add sprinting in midair)
I liked the magnet idea, but it seems like when I launch out of them slightly to the left or right, I don't get exactly launched the direction I wanted, instead I go at a predefined trajectory that isn't exactly what I meant to do. It's fine to just get to the next ledge, but I wanted to play around with them a bit.
Is the mech supposed to only be able to dodge backwards?
nice platformer, and pretty solid art. character seems heavy but maybe that's intentional. I like the backflip/backstep animations and the good/perfect dodge system.
please add sounds though, even little ones from chiptone or something
Thankyou for the kind words, I put a lot of effort into the art :)
Yeah intentional but seems I might need to lighten her up a little due to feedback.
Glad you appreciate the back/front flip system, gotta tweak it though, it works really jank right now :) At the moment it triggers a good/perfect dodge if the attack collides during specific points of the animation. Eventually when i get enemies working, it'll always give you some invincibility frames (hence the stamina cooldown) but you'll gain bonuses to rank or something for hitting it perfect. (unless slowmo is enough of a reward) sorry I'm rambling :)
I will do! Game feels very barren right now without it, next demoday, I will have sound!
very nice coomer game. I found the landing animation/ followthrough to be a bit restrictive, might be better to just let you animation-cancel out of that or to reduce the time.
I can see about shortening it. Getting a lot of flak on it lol. I wanted a real difference between the mecha mode and zero suit mode. Zero suit, she feels very human, you aren't like mario jumping around like a madman. Unlock the mecha suit and you tank and tear through everything with ease - but thats going to have limits to how long and when you can use it eventually.
Thanks for playing it and really appreciate the feedback :)
Keyboard controls are a mess for sure, can look into that :) I've been criticised for having W as jump before, I'll see into putting a keyboard control editor next demo! :)
Yes, the mecha has a superior versatile weapon, no need for upgrades or anything else. I kinda see it for now as a berserk tank mode.
Invulnerable is what I've got planned in my head for now. I figured I'd also make the shockwave push them back too giving the player some space.
Thanks for playing and giving your feedback, its helpful :)
nice looking art, platforming seems fine though i didn't notice any ledge forgiveness and there's no air control, obviously combat and pickups don't work so not much to say there
Collision box was wide enough, I figured it'd be enough for ledge forgiveness. Not sure how I'd put it in other than that really.
Air control is limited as a design decision. In normal mode, she has air control, with the mecha she has none, it launches forward. The mag launchers I set air control to off too. I could put air control into the mag launchers if thats what you are primarily on about... would need to rejig how they work, but could be done.
Pickups do work, they are temporary just for people to test the different weapon levels. If you repeatedly collect the same color pickup, it'll raise that weapons level. 1, 2 3. I know it was implemented crap, but hey ho :)
i meant jump buffering/ coyote time, so like being able to jump shortly after walking off a ledge instead of only being able to jump if you're in contact with the ground
i would like air control when the mech is falling after the rocket jump reaches the top of its arc, just would feel natural, also it's really weird that you can't change the direction you're facing in midair
oh pickups do work there's just no visual feedback outside of them greying out, my bad
Comments
I would go Q/E for the dodge and JKL for attack/jump/magnet
and maybe press R to bring in/out weapon select menu then select with wasd without the need to hold R down, and magnet momentum can be bit more floaty than how it is but platforming is fun so far.
Controls are all temp, but I plan to put in some sort of remapper for next demoday!
Thankyou for playing and thankyou for your feedback :)
Love the aesthetic of the flips and the mech grinding across the ground. As a personal preference I'd probably want to remap the keyboard controls to something like:
Personal preference of course
(also your oc is hot, good work)
Controls are wank :) I will try and put in a control remap system for next demoday.
and thanks lol, will hopefully have much more of her in the next demo :^)
I liked the magnet idea, but it seems like when I launch out of them slightly to the left or right, I don't get exactly launched the direction I wanted, instead I go at a predefined trajectory that isn't exactly what I meant to do. It's fine to just get to the next ledge, but I wanted to play around with them a bit.
Is the mech supposed to only be able to dodge backwards?
Yeah magnet is janky, I think to fix that *feeling* of predefined trajectory (even though it isn't)I'd have to redo all the platforming code.
Which is fine, it's long overdue and bloated.
Yeah, mecha is only supposed to dodge backwards, was going to have it do contact damage if it hits an enemy.
Thanks for taking the time to play more and feedback :)
nice platformer, and pretty solid art. character seems heavy but maybe that's intentional. I like the backflip/backstep animations and the good/perfect dodge system.
please add sounds though, even little ones from chiptone or something
Thankyou for the kind words, I put a lot of effort into the art :)
Yeah intentional but seems I might need to lighten her up a little due to feedback.
Glad you appreciate the back/front flip system, gotta tweak it though, it works really jank right now :) At the moment it triggers a good/perfect dodge if the attack collides during specific points of the animation. Eventually when i get enemies working, it'll always give you some invincibility frames (hence the stamina cooldown) but you'll gain bonuses to rank or something for hitting it perfect. (unless slowmo is enough of a reward) sorry I'm rambling :)
I will do! Game feels very barren right now without it, next demoday, I will have sound!
Thanks again for playing and giving feedback
very nice coomer game. I found the landing animation/ followthrough to be a bit restrictive, might be better to just let you animation-cancel out of that or to reduce the time.
I can see about shortening it. Getting a lot of flak on it lol.
I wanted a real difference between the mecha mode and zero suit mode. Zero suit, she feels very human, you aren't like mario jumping around like a madman. Unlock the mecha suit and you tank and tear through everything with ease - but thats going to have limits to how long and when you can use it eventually.
Thanks for playing it and really appreciate the feedback :)
hmm yeah. maybe take a day and look at axiom verge/ metroid fusion or ZM / SotN and get feel for how jumps work there
I'm getting a 404 when I click the link below "Play game"
I've fixed it, thankyou for notifying me, I was puzzled to why all the analytics and feedback had halted.
Keyboard controls are a mess for sure, can look into that :) I've been criticised for having W as jump before, I'll see into putting a keyboard control editor next demo! :)
Yes, the mecha has a superior versatile weapon, no need for upgrades or anything else. I kinda see it for now as a berserk tank mode.
Invulnerable is what I've got planned in my head for now. I figured I'd also make the shockwave push them back too giving the player some space.
Thanks for playing and giving your feedback, its helpful :)
nice prototype, cute art
if you run through all pickups pretty fast it will drop all your weapons back to level 1
Yup, sorry about that, just quickly thrown in there as a way for player to try out weapon levels :)
Thankyou for playing and your feedback
nice looking art, platforming seems fine though i didn't notice any ledge forgiveness and there's no air control, obviously combat and pickups don't work so not much to say there
gj
Thanks for playing and giving prompt feedback :)
Collision box was wide enough, I figured it'd be enough for ledge forgiveness. Not sure how I'd put it in other than that really.
Air control is limited as a design decision. In normal mode, she has air control, with the mecha she has none, it launches forward. The mag launchers I set air control to off too. I could put air control into the mag launchers if thats what you are primarily on about... would need to rejig how they work, but could be done.
Pickups do work, they are temporary just for people to test the different weapon levels. If you repeatedly collect the same color pickup, it'll raise that weapons level. 1, 2 3. I know it was implemented crap, but hey ho :)
Thanks, really helpful
i meant jump buffering/ coyote time, so like being able to jump shortly after walking off a ledge instead of only being able to jump if you're in contact with the ground
i would like air control when the mech is falling after the rocket jump reaches the top of its arc, just would feel natural, also it's really weird that you can't change the direction you're facing in midair
oh pickups do work there's just no visual feedback outside of them greying out, my bad
I'll give that jump buffering thing a go, see how it feels, thanks for outlining it :)
Air control after the arc would be cool yeah... I think I can implement that easily.
Thanks again!