- Good core idea, basic movement works alright.
- Jumping on moving platforms doesn't feel right, they might be too fast.
- Add a double jump.
- Put a spot shadow (As a form of a sprite) directly below the player so I know where I'm landing.
- Put some clothes on the main character. Don't be a degenerate.
Play game
Mel, the caramel dog's itch.io pageComments
Hey Adman!
I'm glad that you like the movement so far!
Yes, people have pointed out that the plataforms not being linear, is throwing them off. I'll revisit that for sure.
I'll be adding the spot shadow as the very next thing, that will be a great improvement. Thank you!
I'll consider the double jump, and the clothes... hahaha.
Thank you for the feedbacks!
Kawai desu
I was using Wine on Arch Linux so this might vary quite a bit from the typical Windows experience. It felt a bit glitchy overall. But that's Godot in 3d for you. The design. color and animations are all on point. It may behoove you to export the project to other operating systems other than Windows since Godot has that built in. Thanks for sharing your demo!!
Mel is cute, CUTE!
I only played with mouse and keyboard (so just the keyboard), and I really disliked how there is no free cam option.
I prefer her idle animation in her swimming state, because I am not a fan of her tongue sticking out.
I assume her collider is a capsule, because you can slide of edges in some edge cases ;^)
I did not collect all bones, sorry but the lack of cam control made it difficult for me to get to the top.
Being able to actually control the camera makes a huge difference.
The last bone at the top took me 3 attempts.
Most of my time was spent on the very first jump onto the tower (the bit you need to jump of the wall to reach the small platform). I still do not feel confident about making that jump.
I noticed your moving platforms are not linear, which might require some getting used to. One big improvement I think could be adding a fake shadow under Mel, so players know where she is about to land while she is midair (like in classic crash bandicoot games for example)
This is essentially a tech-demo, so I will give you advice accordingly. Movement works, I had no problems with the camera. This is ready for a more focused, level-based experience. Give me an actual map, something like in banjo-kazooie to play with.
Character is lovely, the animations work.
Thank you Brimstone! I enjoyed watching you play it on your stream. Hopefully for the next Jam, I'll have actual content for you to try out!
The camera is not working with the mouse right now. I was not able to implement both types of control for this build. But I'll be working on fixing that soon.
I'm glad that you have enjoyed the controls on the controller though!
I'll try to add a place holder underwater shader, so it is not that jarring, and later on working on a proper shader (currently my knowledge of godot shaders is 0)
Thanks again!
Time played:10 min
Works perfectly on controller, not sure about camera control on keyboard, there is no way to zoom the camera but everything else seems to be functional, hanging need some revision cause you can hang on vertical wall of the slope, the animation of wall jump seems the most problematic cause it goes in climbing animation when facing towards the wall, other than this small nitpicks I completed the game without any issue, no jump where particularly difficult, looking forward to a meatier demo
-Controls(using controller) work great, no issues.
-The camera needs some work, like it clips into the floor and wall all the time as it touches the geometry, but at least it pops out to outside it after a second.
-If you grab onto the side of the first yellow slope, you can shimmy past the corner and down to the sides, which looks wrong, probably unintended at such an angle.
-If you wall climb onto the second part of the slope at the top just right, it can teleport you to the top most slope for some reason?
-Since the collider is a capsule, you can stand on a ledge and slide off, which I don't particularly like.
-At this spot, if you shimmy left you will teleport to the left a decent distance.
-Sliding on a wall feels loose, personally I would change the acceleration around. Also, it'd be cute if the dog had an animation of trying to paw the wall while sliding instead of being static.
-Swimming seems fine, it doesn't suck which is already better than most games. Though, there's nothing to do underwater right now so it's kind of moot.
-You can get stuck on these corners walking near parallel to the edge. The right(from this gif) corner happens less often.
-In general, if you hug a wall and walk by a corner, the dog with do a twitch of the head and body that doesn't look that great.
Beat the game. Overall, it's a very basic, boring if you will, 3D platformer. There is no spice, there is no interesting game ideas here so far. That said, the animation and model is cute, I like it. Hope to see more to this later, keep up the good work.
Thank you for the amazing feedback Wierdox!
- All of these interactions that you have found with the ledge grabs and the corners of the walls , the camera clipping, , are indeed unintended. I'll be working on fixing them. Thank you for finding them out!
- For the character sliding due to the colision being a Capsule, I'll experiment changing the colider to a cilinder. Perhaps that will help!
- I'll experiment with the wall slide feel. As for the animation of paw the wall while sliding, it's a cool idea! I can implement that.
I'll smooth out the current mechanics, add a couple more, and then work on adding some actual content, so that the players have actually something to do on the game, other than running arround and colect a couple of bones.
Thanks again!
Glad it was helpful, though I'll caution that it is just my point of view. If you think otherwise on a point just go for it, that's what's fun about being the master dev. And just to let you know, I said:
In general, if you hug a wall and walk by a corner, the dog will do a twitch of the head and body that doesn't look that great.
To be more specific, I was talking about walking around a corner while hugging the wall. Fairly minor, all things considered.
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