At first the portrait filtered me, I was about not to play it. But as a platformer fan, this game is tight. It was super easy to pick up, it feels very good to traverse obstacles and it was pretty fun.
I started dashing against the ground at the beginning. I only found out about how useful walls are for gaining vertical height at the very end, where you have to use it to get enough speed (I just noticed that you updated the game, but I played an earlier version).
But yeah, pretty cool, I'm looking forward to playing this again on new updates. Also, I would totally buy something that played like this if the presentation and the length were reasonable.
Edit: Wow, I played it again and I realized something trying to climb up top on the first level: How much the character is spinning affects your jump's trajectory! I didn't notice at all... There's a surprising amount of depth in movement already even with just moving and a dash.
I might have to steal that "big juicy button to smash into" idea, I've been trying to think of good stuff to smash into, like breakable walls. Couldn't really think of anything that would be "interesting" gameplay-wise
There's all sorts of things you could do. I can drop some more ideas on you if you like.
I like to think of things like this in the form of "mechanisms." For example, in Iconoclasts you attach your wrench onto special bolts and crank them to open doors and move things around in a level. There's parts in classic Sonic where you use your spin dash to turn wheels that activate things. Tons of stuff throughout the Metroid franchise, like I mentioned. Zelda too. The more mechanically interesting it is the more satisfying IMO.
One of my favorite submissions, great core mechanic!! I'm a big platformer guy and I love celeste. This game reminds me a chaotic bouncy celeste. I think you've got a really solid base here, I would spend a lot of time focusing on level design and making some good items to play with this core mechanic. Got a lot of potential, keep it up!
You are spot-on with the Celeste comparison, I love that game, and kind of realized the similarity after adding the "2 dashes" state. I'm definitely planning on doing the "touch this to get your dash back" thing, but I figure I'll have to make them pretty big considering how hard it is to be super precise with the movement.
I tend to make platforming stuff way too hard, so I really needed to watch someone playtest this to see how quickly they grasp the mechanics, when I can expect them to be ready to learn the down-bounce and other intricacies, etc. So this was super helpful, thanks.
Also, there are already two secrets if you're really tight with your movement, one in Level 3 and a -very- hard one in Level 1 if you wanted to look for them ;)
np, glad to help! Yeah there really is no comparison to watching someone playtest. You spend so much time with your own mechanics there’s a disconnect to someone who’s fresh to it. Hope the video helped.
and feel free to leave a review for my game if you don’t mind ;). Cheers
Comments
At first the portrait filtered me, I was about not to play it. But as a platformer fan, this game is tight. It was super easy to pick up, it feels very good to traverse obstacles and it was pretty fun.
I started dashing against the ground at the beginning. I only found out about how useful walls are for gaining vertical height at the very end, where you have to use it to get enough speed (I just noticed that you updated the game, but I played an earlier version).
But yeah, pretty cool, I'm looking forward to playing this again on new updates. Also, I would totally buy something that played like this if the presentation and the length were reasonable.
Edit: Wow, I played it again and I realized something trying to climb up top on the first level: How much the character is spinning affects your jump's trajectory! I didn't notice at all... There's a surprising amount of depth in movement already even with just moving and a dash.
Love these videos man, thank you so much.
I might have to steal that "big juicy button to smash into" idea, I've been trying to think of good stuff to smash into, like breakable walls. Couldn't really think of anything that would be "interesting" gameplay-wise
There's all sorts of things you could do. I can drop some more ideas on you if you like.
I like to think of things like this in the form of "mechanisms." For example, in Iconoclasts you attach your wrench onto special bolts and crank them to open doors and move things around in a level. There's parts in classic Sonic where you use your spin dash to turn wheels that activate things. Tons of stuff throughout the Metroid franchise, like I mentioned. Zelda too. The more mechanically interesting it is the more satisfying IMO.
I really dig this game. Great central mechanic, please keep updating this!
Thanks for the playthrough video and thoughts!
You are spot-on with the Celeste comparison, I love that game, and kind of realized the similarity after adding the "2 dashes" state. I'm definitely planning on doing the "touch this to get your dash back" thing, but I figure I'll have to make them pretty big considering how hard it is to be super precise with the movement.
I tend to make platforming stuff way too hard, so I really needed to watch someone playtest this to see how quickly they grasp the mechanics, when I can expect them to be ready to learn the down-bounce and other intricacies, etc. So this was super helpful, thanks.
Also, there are already two secrets if you're really tight with your movement, one in Level 3 and a -very- hard one in Level 1 if you wanted to look for them ;)
np, glad to help! Yeah there really is no comparison to watching someone playtest. You spend so much time with your own mechanics there’s a disconnect to someone who’s fresh to it. Hope the video helped.
and feel free to leave a review for my game if you don’t mind ;). Cheers