I got BOTH data prisms in 1 minute 47 seconds (I think my attempts that resulted in death didn't count into the time), the green brothers stood no chance.
So yeah, I liked the puzzle aspect of figuring out where to use which jump, I think the second data prism best exemplified that where you had to actually come up with a viable strategy to get to the prism using jumps and even camera rotation. I had a lot of fun figuring that out.
Like people said, a bit more air control would have been nice, but other than that, with that, I feel like there's a solid movement scheme in here.
And I also want to comment on Ferrum Man's cute scarf, it's what makes Ferrum Man Ferrum Man, really. Very nice job!
Heh, yeah that's how the timer works. Does seem strange upon seeing the result though, may want to display the timer to make it more obvious. I'm pretty set on no air control besides jump/glide/kick, but I'll definitely consider changing it whenever I get back to this game. It's also nice to hear you got the prisms, think they're a little more fun than just doing the main route.
Thanks for playing, and your response, much appreciated!
Advanced through the game until the two air current sections outside, where I got filtered.
I had fun going though the game, but it really need a revision on the controls. They feel very stiff. My criticism are similar to the other posters.
About the part where I got stuck, how is it completed? The space between the last current and the collectable platform is huge.
Considering this being the first game you published for others to play, fantastic job! The music plus the textures gives this game an odd feel to it. In your game page you mention you won't be continuing with this project, so I hope you good luck with your next one.
Glad you had fun playing! Though somewhat unfortunate, since I'm trying to release my update to the controls tonight or tomorrow.
As for that section you were stuck on, you can make a very large distance by holding the glide throughout, then jumping and gliding again after you fall to about level to the other side. If you meant the air currents attached to the platforms near the heli, the main trick is that if you have 0 jump charges when gliding into them, they raise to 1, allowing another jump and glide.
Yeah, the game is certainly unique, lol. A mix of trying and not trying, since I wasn't going to show it off initially. Luckily, it seems it's not too bad on the senses. Also thanks for the luck, I am really excited to work on my next idea. Though to clarify, I will do some more updates for this game at least before moving on.
Again, thanks for giving it a try, and the feedback.
Played a little bit and got filtered at the bubbles between the skyscrapers part. Reminded me of crash bandicoot - double jump, belly drop, and sustained glide with spinning. perhaps add a slide before jump for additional height/speed? Can't really say i know of a better way of doing the keyboard controls, but was not as terrible as i expected.
Actually, on second thought, using space or some key instead of the right mouse button, and leaving the mouse button for rotation would probably work better.
Interesting move suggestion, but probably not. As for the controls, I think I'll bite the bullet and connect mouse movement to the camera, maybe taking some inspiration from some PC 3D Platformers for the general layout.
Discount Iron Man is my new favorite super hero. He can jump and jump again and hopefully get the green balls. I am legitimately excited to see this game get better because it was a lot of fun.
0 Air control is rough but workable except for when barely missing ledges. Its a pain to be higher than the surface you're trying to get to but not be able to more that millimeter forward to finish the jump. The game also used 90% of my gpu which I suspect is due to uncapped framerate. Robot design is cool, though you may want to make the scarf more prominent. The difficulty was pretty good, if you make the game smoother to play but also a tad harder it would probably be a ton of fun.
Beat it once, went back and got both data prisms. Cute game, cute robot. I had fun! The TTS voice did kind of scare me though.
Keyboard controls are definitely fucked, but gamepad felt fine. I like the moveset, although I wish I had more control over the hover. High jump feels good, dive kick feels niche but good when it's needed.
The weighted spike pads could probably be more readable and maybe more forgiving on the timing. When I first encountered them it took me a few tries to figure out what was even killing me since I die before I even see spikes appear.
The bubbles that reset your jump don't reappear until you've died, which was a bummer. I'd find I messed up a jump and float my way back onto land to try again, but the bubbles didn't respawn so I had to kill myself. Maybe have them reappear after touching the ground again, or on a timer.
For the data prism outside, the first long air current on the way to the spike platform basically blocked my whole screen, so I was having to guess on the timing to dive kick onto the platform. Then once you land on the platform you don't really have time to readjust your camera, so I was just blindly jumping into the second air current and hoping I hit it right. Got there eventually but that section was definitely the most frustrating.
I'm curious what you would like to have more control in the hover, as in the ability to have full directional/tank turning control while doing so? Guess that could work, designed it the way I did as an imposition to make a 'limited to no air control' platformer.
Agree on controls
Good point, maybe a bit more lenient + a way to see a pressure spike about to attack (color or sound).
Dang, I actually forgot to add respawning refuels. Also good suggestion for ground touching, less costly than making a timer for it.
I get your point on the last DataPrism, but I think it's not too bad since you can see it from another angle and know to kick after the air tubes. Of course, it would be more reasonable if changed to more transparent I think. There is enough leeway to double jump and land to bait out the pressure spikes at that junction, which I thought was good, but in retrospect may be too obscure and make it more challenging than intended.
I don't know if being able to crouch jump in midair after a glide is intended but it had me confused for a while at the 2nd jump. Also seems pretty useless since it completely kills all your momentum. The part with the jump refuels is really hard with 0 air control. I beat it anyways beacuse I am a god gamer. Nice helicopter. Looking forward to catching those pesky rogue scientists.
ps: I glitched through the elevator floor after the part with 3 orange platforms over the green stuff. It never came back
pps: I'm all for "figure it out" but I think you need some explanation for the control, I just figured out you can move forward when you "snap" to the ground
ppps: Some indication that the spikes are about to go up would be nice. At the moment you have no idea when to jump to avoid dying.
Charge jumping after a glide is intentional, though I'd agree is fairly pointless for the level I made.
Did that platform not come back after death and you had to restart the game? In that case that's pretty bad and my reset system isn't working. Otherwise, it doesn't come back since it's such a long ride, thought most people would kill themselves if that happens rather than wait. Though now that I think on it, I can think of a slight edit to decrease the chance of it happening.
I'd disagree on that part of the movement, I think it's pretty intuitive to hold a direction upon landing.
Agreed on the last point, maybe a color or sound change to do so.
Kinda hard to think of a good name really, it's moreso a utility since it's the only move that forces you down while jumping or after gliding, and doesn't use up your jump charges, as well as the only air control. For now, I think the name is ok enough, though maybe stressing its use in later iterations
I like it, the spacebar needs to be the jump button. I will say the web version lags a bit and I recommend anybody else playing not to use it. I know it's mostly the point of the movement, but I wished I had more control over flying as it's pretty weird with the lack of control and how floaty it feels. I know this is like getting over it, but it works for that.
Seems like people really dislike spacebar not being jump, I basically used the Spelunky classic layout, so I should have suspected people would have issue with it for a 3D game, my bad. Also, thanks for playing and the feedback.
Your control scheme (especially on Keyboard) is horrible, sorry. I'd really prefer it to move the camera with mouse movement, instead of Q, E Up and Down, but I guess its designed for controller, as you said. If you're on Keyboard, just bind jumping to space, you already got camera snap to F (which isn't really needed anyway) no need to have it on space aswell.
There not being any Air controland railings or other small plattforms makes it very difficult to move into direction to jump properly, instead of just straight up. keeping some momentum forward even when running into a wall before jumping could help with that.
I also could walk through the white Spikes in the beginning, not just land on them. Is that intended or a bug?
Game has heavy Framestuttering during level loads it seems.
Gave up on the Open sky level, I'm really not into those hardcore Jumping/frustrating platforming Games.
The hoverpads(?) and jump refuels where nice tho, obviously could do with some more fitting models instead of white cylinders and green Spheres, but I liked the mechanic. Also cute Robot, but I wished it'd have some more fluid animations, bending forward while moving and hovering or something, even if it may not make much Sense for a Robot.
Still, nice little Prototype, If you fix the clunky movement and camera (again, might not be so bad on Controller) I could see this being Fun. Maybe.
So I'm 100% with you on the KB&M controls, they're really bad and I should feel bad for implementing them like that. Whenever I work on this again, I'll have to renovate it.
Walking through spikes on ground is intended, but may be deprecated since they were the first object made and the game changed a lot after that.
Good point on the animation, I think it's due some more life than I initially envisioned.
Thanks for spending your time to play my game Tomo
Ground movement is a lot nicer, but the complete lack of air control in any way, combined with not being able to impart any velocity from moving against walls or after the giant airleap makes the platforming very frustrating for me.
Yeah, I should really add some slight forward velocity while in air so it isn't like that. You can still make it, since kicking allows for air control, but I don't think I made that clear enough. In fact, that seems to be the main issue for people playing, it's way harder than I intended since they're unaware of all the tricks. If/when I make a new demo, I ought to make a thorough playable tutorial, or at least a video to show off what one can do.
Comments
I got BOTH data prisms in 1 minute 47 seconds (I think my attempts that resulted in death didn't count into the time), the green brothers stood no chance.
So yeah, I liked the puzzle aspect of figuring out where to use which jump, I think the second data prism best exemplified that where you had to actually come up with a viable strategy to get to the prism using jumps and even camera rotation. I had a lot of fun figuring that out.
Like people said, a bit more air control would have been nice, but other than that, with that, I feel like there's a solid movement scheme in here.
And I also want to comment on Ferrum Man's cute scarf, it's what makes Ferrum Man Ferrum Man, really. Very nice job!
Heh, yeah that's how the timer works. Does seem strange upon seeing the result though, may want to display the timer to make it more obvious. I'm pretty set on no air control besides jump/glide/kick, but I'll definitely consider changing it whenever I get back to this game. It's also nice to hear you got the prisms, think they're a little more fun than just doing the main route.
Thanks for playing, and your response, much appreciated!
Advanced through the game until the two air current sections outside, where I got filtered.
I had fun going though the game, but it really need a revision on the controls. They feel very stiff. My criticism are similar to the other posters.
About the part where I got stuck, how is it completed? The space between the last current and the collectable platform is huge.
Considering this being the first game you published for others to play, fantastic job! The music plus the textures gives this game an odd feel to it. In your game page you mention you won't be continuing with this project, so I hope you good luck with your next one.
Glad you had fun playing! Though somewhat unfortunate, since I'm trying to release my update to the controls tonight or tomorrow.
As for that section you were stuck on, you can make a very large distance by holding the glide throughout, then jumping and gliding again after you fall to about level to the other side. If you meant the air currents attached to the platforms near the heli, the main trick is that if you have 0 jump charges when gliding into them, they raise to 1, allowing another jump and glide.
Yeah, the game is certainly unique, lol. A mix of trying and not trying, since I wasn't going to show it off initially. Luckily, it seems it's not too bad on the senses. Also thanks for the luck, I am really excited to work on my next idea. Though to clarify, I will do some more updates for this game at least before moving on.
Again, thanks for giving it a try, and the feedback.
I got filtered by the wall after the destroyed bridge all the way in the beginning. I might give it another go tomorrow.
Played a little bit and got filtered at the bubbles between the skyscrapers part. Reminded me of crash bandicoot - double jump, belly drop, and sustained glide with spinning. perhaps add a slide before jump for additional height/speed? Can't really say i know of a better way of doing the keyboard controls, but was not as terrible as i expected.
Actually, on second thought, using space or some key instead of the right mouse button, and leaving the mouse button for rotation would probably work better.
Interesting move suggestion, but probably not. As for the controls, I think I'll bite the bullet and connect mouse movement to the camera, maybe taking some inspiration from some PC 3D Platformers for the general layout.
Thanks for playing, and the feedback.
Discount Iron Man is my new favorite super hero. He can jump and jump again and hopefully get the green balls. I am legitimately excited to see this game get better because it was a lot of fun.
Thanks for the kind words, it makes me happy to know someone enjoyed something I made
that's pretty funny. The answer is to use the high jump + midair jump, if you wanna give it another go
0 Air control is rough but workable except for when barely missing ledges. Its a pain to be higher than the surface you're trying to get to but not be able to more that millimeter forward to finish the jump. The game also used 90% of my gpu which I suspect is due to uncapped framerate. Robot design is cool, though you may want to make the scarf more prominent. The difficulty was pretty good, if you make the game smoother to play but also a tad harder it would probably be a ton of fun.
Whoops! Accidently left it uncapped from testing its performance ... Should probably reenable that.
Yeah it's kinda frustrating to be so close to the ledge and fail, may add a slight forward momentum to just barely slide onto the ledge.
Thanks for playing and giving me feedback.
Beat it once, went back and got both data prisms. Cute game, cute robot. I had fun! The TTS voice did kind of scare me though.
Keyboard controls are definitely fucked, but gamepad felt fine. I like the moveset, although I wish I had more control over the hover. High jump feels good, dive kick feels niche but good when it's needed.
The weighted spike pads could probably be more readable and maybe more forgiving on the timing. When I first encountered them it took me a few tries to figure out what was even killing me since I die before I even see spikes appear.
The bubbles that reset your jump don't reappear until you've died, which was a bummer. I'd find I messed up a jump and float my way back onto land to try again, but the bubbles didn't respawn so I had to kill myself. Maybe have them reappear after touching the ground again, or on a timer.
For the data prism outside, the first long air current on the way to the spike platform basically blocked my whole screen, so I was having to guess on the timing to dive kick onto the platform. Then once you land on the platform you don't really have time to readjust your camera, so I was just blindly jumping into the second air current and hoping I hit it right. Got there eventually but that section was definitely the most frustrating.
I'm curious what you would like to have more control in the hover, as in the ability to have full directional/tank turning control while doing so? Guess that could work, designed it the way I did as an imposition to make a 'limited to no air control' platformer.
Agree on controls
Good point, maybe a bit more lenient + a way to see a pressure spike about to attack (color or sound).
Dang, I actually forgot to add respawning refuels. Also good suggestion for ground touching, less costly than making a timer for it.
I get your point on the last DataPrism, but I think it's not too bad since you can see it from another angle and know to kick after the air tubes. Of course, it would be more reasonable if changed to more transparent I think. There is enough leeway to double jump and land to bait out the pressure spikes at that junction, which I thought was good, but in retrospect may be too obscure and make it more challenging than intended.
Thanks for playing and your feedback!
I don't know if being able to crouch jump in midair after a glide is intended but it had me confused for a while at the 2nd jump. Also seems pretty useless since it completely kills all your momentum. The part with the jump refuels is really hard with 0 air control. I beat it anyways beacuse I am a god gamer. Nice helicopter. Looking forward to catching those pesky rogue scientists.
ps: I glitched through the elevator floor after the part with 3 orange platforms over the green stuff. It never came back
pps: I'm all for "figure it out" but I think you need some explanation for the control, I just figured out you can move forward when you "snap" to the ground
ppps: Some indication that the spikes are about to go up would be nice. At the moment you have no idea when to jump to avoid dying.
Charge jumping after a glide is intentional, though I'd agree is fairly pointless for the level I made.
Did that platform not come back after death and you had to restart the game? In that case that's pretty bad and my reset system isn't working. Otherwise, it doesn't come back since it's such a long ride, thought most people would kill themselves if that happens rather than wait. Though now that I think on it, I can think of a slight edit to decrease the chance of it happening.
I'd disagree on that part of the movement, I think it's pretty intuitive to hold a direction upon landing.
Agreed on the last point, maybe a color or sound change to do so.
Thanks for playing and the feedback.
The platform came back when I died.
I think maybe my issue is with the move being called "kick" ? Maybe "ledge grab" or something similar.
Kinda hard to think of a good name really, it's moreso a utility since it's the only move that forces you down while jumping or after gliding, and doesn't use up your jump charges, as well as the only air control. For now, I think the name is ok enough, though maybe stressing its use in later iterations
I like it, the spacebar needs to be the jump button. I will say the web version lags a bit and I recommend anybody else playing not to use it. I know it's mostly the point of the movement, but I wished I had more control over flying as it's pretty weird with the lack of control and how floaty it feels. I know this is like getting over it, but it works for that.
Seems like people really dislike spacebar not being jump, I basically used the Spelunky classic layout, so I should have suspected people would have issue with it for a 3D game, my bad. Also, thanks for playing and the feedback.
Your control scheme (especially on Keyboard) is horrible, sorry. I'd really prefer it to move the camera with mouse movement, instead of Q, E Up and Down, but I guess its designed for controller, as you said. If you're on Keyboard, just bind jumping to space, you already got camera snap to F (which isn't really needed anyway) no need to have it on space aswell.
There not being any Air controland railings or other small plattforms makes it very difficult to move into direction to jump properly, instead of just straight up. keeping some momentum forward even when running into a wall before jumping could help with that.
I also could walk through the white Spikes in the beginning, not just land on them. Is that intended or a bug?
Game has heavy Framestuttering during level loads it seems.
Gave up on the Open sky level, I'm really not into those hardcore Jumping/frustrating platforming Games.
The hoverpads(?) and jump refuels where nice tho, obviously could do with some more fitting models instead of white cylinders and green Spheres, but I liked the mechanic. Also cute Robot, but I wished it'd have some more fluid animations, bending forward while moving and hovering or something, even if it may not make much Sense for a Robot.
Still, nice little Prototype, If you fix the clunky movement and camera (again, might not be so bad on Controller) I could see this being Fun. Maybe.
Brutally honest, just what I like to see!
So I'm 100% with you on the KB&M controls, they're really bad and I should feel bad for implementing them like that. Whenever I work on this again, I'll have to renovate it.
Walking through spikes on ground is intended, but may be deprecated since they were the first object made and the game changed a lot after that.
Good point on the animation, I think it's due some more life than I initially envisioned.
Thanks for spending your time to play my game Tomo
I'll try and give this another go this evening with my Controller.
Update: Gave it a go with the controller.
Ground movement is a lot nicer, but the complete lack of air control in any way, combined with not being able to impart any velocity from moving against walls or after the giant airleap makes the platforming very frustrating for me.
Yeah, I should really add some slight forward velocity while in air so it isn't like that. You can still make it, since kicking allows for air control, but I don't think I made that clear enough. In fact, that seems to be the main issue for people playing, it's way harder than I intended since they're unaware of all the tricks. If/when I make a new demo, I ought to make a thorough playable tutorial, or at least a video to show off what one can do.
Thanks for giving it another try.