At first I wanted to say that the game is hard as dicks, cause there is no indication if you're approaching a house too fast, but then I read your comment about the bat's facial expressions, and it became a lot easier, I almost completed the level, but kept crashing in the maze, and after dying lost interest.
I have the following suggestions:
Add the houses to minimap. Cause otherwise is entirely possible to miss one and not have enough blood.
Flip her sprite when she's flying to the right. Cause now it looks like she's flying ass-forward.
I'm gonna agree that the hitbox doesn't match the sprite, as I often crashed when it looked like there was still some space between it and terrain left.
I'm gonna agree that the hitbox doesn't match the sprite, as I often crashed when it looked like there was still some space between it and terrain left.
hmmm this is unfortunate. Specifically you were crashing with the ground (not the houses)? I'll double check the collision detection but I already made Batty's hitbox smaller than her sprite, it only encompasses her body and head.
I found this game to be quite difficult kek. As Donpommelo mentioned it would be helpful to have some sort of indicator of whether or not it is safe to land. There were several times I thought I was moving slow enough to land and was quite mistaken.
I assume you intend to add some sort of terrain that is more than a white line so I won't say too much on that, my only real gripe about the scenery is it is easy to get lost when you lose sight of the ground/buildings. the first time I came to a large drop I wondered if I had gone off the edge of the world. Then suddenly, BOOM, smack the earth.
Personally I wish there was a way to rotate faster sometimes. Perhaps the mouse could be used to rotate somehow? thus giving the player finer control.
As I said it is a difficult game (at least for me), but it is satisfying when you start to get it.
Dang you just missed my patch! Batty now makes a cringing face if she's coming in too fast at a house.
Interesting that you're the second person to be flying high and losing sight of terrain. When I playtested myself I always stayed in sight of ground but I'll have to think about how to address. I'd like to experiment with a mini-map.
It would be fun to experiment with mouse controls, I worry it would make it too easy? But the consistent theme has been everyone finds it very hard so I probably shouldn't think that way!
Would be nice to have some sort of visual indicator of whether the player's current orientation and velocity would be safe for landing before the player actually lands
Flying straight right from the start at full speed seemed to get the player stuck with the parallax background scrolling to the left and I could not return to the title screen without closing the game. This also happened after flying over the initial wall left from where the player spawns
The player's hitbox often seems to not match up with their sprite, but this was often in my favor (landing a little to the side of a house) so I won't complain
When higher up in the air, I would sometimes lose track of my velocity without any houses or walls on-screen for reference.
a fun challenge once you get used to the physics and controls
Would be nice to have some sort of visual indicator of whether the player's current orientation and velocity would be safe for landing before the player actually lands
Good point, this gave me an idea I may try out. Perhaps if Batty is in proximity of a house but is in an unsafe state, she grimaces rather than smiles. It may be too subtle but would be fun to solve this with something diegetic.
Flying straight right from the start at full speed seemed to get the player stuck with the parallax background scrolling to the left and I could not return to the title screen without closing the game. This also happened after flying over the initial wall left from where the player spawns
Ah yes, this was somewhat purposeful. I used to play the game Moon Lander as a kid and I loved flying over the retaining walls and goofing around below the map. So I couldn't help but allow for it in my game. I should probably have a reset button or kill Batty when she goes too far away though.
The player's hitbox often seems to not match up with their sprite, but this was often in my favor (landing a little to the side of a house) so I won't complain
Do you mean Batty wasn't touching the house but landed? That's unfortunate, that's basically all I was working on improving between Halloween Jam and now. The hitboxes aren't pixel perfect, but they should be within about 10 pixels..
Ah good, that's WAD. I wanted players to be able to land on the sides of the house since they are bats after all. But I didn't want the human vampire sprite to be standing somewhere other than the roof of the house. I'll see if there's a way for me to 'slide' the player over so it looks more natural.
I will 100% take "surprisingly playable." I'm not familiar with Motomu Toriyama but I did just buy FFXII: Revenant Wings so looking forward to experiencing his work.
Comments
At first I wanted to say that the game is hard as dicks, cause there is no indication if you're approaching a house too fast, but then I read your comment about the bat's facial expressions, and it became a lot easier, I almost completed the level, but kept crashing in the maze, and after dying lost interest.
I have the following suggestions:
Thanks for playing and for the useful feedback!
hmmm this is unfortunate. Specifically you were crashing with the ground (not the houses)? I'll double check the collision detection but I already made Batty's hitbox smaller than her sprite, it only encompasses her body and head.
I found this game to be quite difficult kek. As Donpommelo mentioned it would be helpful to have some sort of indicator of whether or not it is safe to land. There were several times I thought I was moving slow enough to land and was quite mistaken.
I assume you intend to add some sort of terrain that is more than a white line so I won't say too much on that, my only real gripe about the scenery is it is easy to get lost when you lose sight of the ground/buildings. the first time I came to a large drop I wondered if I had gone off the edge of the world. Then suddenly, BOOM, smack the earth.
Personally I wish there was a way to rotate faster sometimes. Perhaps the mouse could be used to rotate somehow? thus giving the player finer control.
As I said it is a difficult game (at least for me), but it is satisfying when you start to get it.
++Shoutout to fellow SDL chad!
Dang you just missed my patch! Batty now makes a cringing face if she's coming in too fast at a house.
Interesting that you're the second person to be flying high and losing sight of terrain. When I playtested myself I always stayed in sight of ground but I'll have to think about how to address. I'd like to experiment with a mini-map.
It would be fun to experiment with mouse controls, I worry it would make it too easy? But the consistent theme has been everyone finds it very hard so I probably shouldn't think that way!
SDL chads in the house tonight
a fun challenge once you get used to the physics and controls
Thanks for the feedback and for playing!
Good point, this gave me an idea I may try out. Perhaps if Batty is in proximity of a house but is in an unsafe state, she grimaces rather than smiles. It may be too subtle but would be fun to solve this with something diegetic.
Ah yes, this was somewhat purposeful. I used to play the game Moon Lander as a kid and I loved flying over the retaining walls and goofing around below the map. So I couldn't help but allow for it in my game. I should probably have a reset button or kill Batty when she goes too far away though.
Do you mean Batty wasn't touching the house but landed? That's unfortunate, that's basically all I was working on improving between Halloween Jam and now. The hitboxes aren't pixel perfect, but they should be within about 10 pixels..
Regarding the hitbox thing, it wasn't that off. Rather, the player would land on the edge of the house but then be snapped slightly to the center.
Ah good, that's WAD. I wanted players to be able to land on the sides of the house since they are bats after all. But I didn't want the human vampire sprite to be standing somewhere other than the roof of the house. I'll see if there's a way for me to 'slide' the player over so it looks more natural.
Alright, tried it out.
My main takeaway from this is you made a very crudely-realized yet surprisingly playable game about your waifu.
You're basically the Motomu Toriyama of /agdg/. Take from that what you will.
I will 100% take "surprisingly playable." I'm not familiar with Motomu Toriyama but I did just buy FFXII: Revenant Wings so looking forward to experiencing his work.
Thank you for playing!
haven't played this yet but vampire girls are hot so i'm gonna give it a try. i'll let you know what i think
I hope you enjoy the game I've made about my beautiful and talented daughter, Batty.