Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Mel, the caramel dogView game page

Wall jump, swim, dive, in this prototype exploration 3D plataformer.
Submitted by Lucardo94 — 2 days, 12 hours before the deadline
Add to collection

Play game

Mel, the caramel dog's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Very cute! I love the character's model and they feel super smooth to control. I think some music or a few more sound effects would go a long way, as well as another move or two. 

What's there right now feels very snappy and responsive, my one issue that left me scratching my head was the wall jumping, it took me a bit to figure out how it worked and I still wasn't 100% sure how to get up the max height platforms consistently. 

I couldn't find one bone no matter how hard I looked, but I look forward to seeing more in the future!

Submitted

Pretty solid base you have but I feel like it's missing a gimmick or something to make it stand out from other platformers.

I wish the air dodge was a little faster. It feels a little too much of a momentum killer for me right now. Maybe you could make it so some of your speed could carry over after landing from one? The way it works currently is mostly fine though if you're level design will focus more on precision platforming.

One thing I noticed is that the wall climb feels a little finnicky. I got stuck on this one area (screenshotted below) and it took me awhile to realize it was because I was trying to do a running jump -> wall climb. For whatever reason I get less height when I do this. The only way I was able to climb up the ledge is if walk / run up to it first, and then jump on it. If anything I'd expect a running jump to give me even more height. Something to consider maybe.

Anyways I like what you have so far. Nice work.

(+1)

Pretty decent for what it is, I think the wall jump idea you have is an interesting hook for the game. I appreciate the reset camera feature. The hitbox on the bones could be bigger imo but if you have a purposeful gameplay reasoning for the existing hitboxes I think its fine. Is this a downward spiral?

Developer

Hey, thank you! I'm glad that you liked it so far. I'll try to refine and expand a bit what I have so far. Thank you for the suggestion on the bones hitboxes. There is really no reason for them to be small. I'll make them bigger, so that pick up is more satisfactory.

It is some kind of spiral portal :D

Submitted(+1)

I played the demo, and I have to say, you really nailed the movement. I really like how Mel controls. I am not a fan of the CHOMP sound effect for collecting the bones, as I feel it's very abrasive. Also, if possible, please make Mel slow down or give some sort of better player feedback when Mel is clawing at he wall (signifying you can do a wall jump).  All in all, though, this is a very solid platformer. I would definitely play a full version of this.

Developer(+1)

Hello Osh! I'm glad that you are liking it so far! 

You are right, the CHOMP sound get old pretty fast. I'll work on improving the sounds for the next demo.

Also, great suggestion for the wall grab. I'll try to make her stop on contact, and start to slowly gain gravity again.

Thank you very much for the feedbacks!

(+1)

-Collecting a bone will make the bone disappear, but its shadow won't until the collect sound stops playing.

-R1 to snap camera forwards has to be held for a second to fully transition, or else it stops midway. Not sure that's bad per se, but I reckon most people expect it to snap fully after pressing the button.

-Groundpound is way too fast, it looked like I teleported when I first saw it.

-I can't figure what 'drop' means. [later] oh for when holding onto an edge.

-Running on its own is alright. But, running and jumping into ledges feels odd. Also related to the air dash, it feels a bit snappy in an unpleasant way sometimes.

Got all  but one bone, the platforming in this level is reasonable for an uninitiated player. Keep up the good work.

Developer(+1)

Hello Wierdox! Thank you for the feedbacks! I agree with you on these points that you made. I will work on smoothing out the mechanics, so that they feel better when playing. 

The bone shadows should be an easy fix. I'll delete them together with the mesh.

As for the R1 resseting the camera, you are correct, my intention is that is goes all the way, so I'll have to look into the code and find a way to fix it.

Thank you again!

Submitted(+1)

https://www.twitch.tv/videos/2344903946

Worked fine on Linux.

Controls: Same as "Beneath the Brine," I feel running should be a toggle here. I also find the double-bind of Shift for both air-dash and running weird. Why not put air-dash on space, too? Or on E. Don’t know about controller, maybe it all makes more sense there.

Level design: If you’re not going to add enemies, I think the levels should be, hm, more trick-focused? It feels silly/boring to just run in a circle to collect some bones in a random place, where there is no sense of danger or skill required. I mean, for a Level 0 this current one is fine!

Cheers

Developer

Hey Filmstars, thank you for the feedback! I'm glad that it worked on Linux. It was requested on the last demo day I participated, so I tried to export a version for it, but without a way of testing it out (I only have windows).


I see, duble Shift for running and Air dash is kinda awkward. I'll rework the key bindings so that they make more sense. I'll look into allowing key rebinds too, but it might be a bit out of my expertice level. We will see.


I aggree with your comments on level design. I think I'll try to add enemies onto the levels, and have them more exploration focused, kinda like Spyro the dragon.


Cheers!!

(+1)

Idk what version of Godot you're using, but please use the AudioStreamRandomizer resource for things like item pickup sound effects. Just pitch shifting randomly on playback will make the sfx much less grating. You can also use it elsewhere for other really repetitive sound effects for the same benefit.

Controls nicely, but there is nothing overwhelmingly standout at this stage, I think one of the next things you need to do is give the game a more concrete identity outside of its platformer mechanics. Some game "juice" would be also pretty positive to work in at this stage, especially given the games more stylized nature. Stuff like pushing walls when you try to walk into them, ledge teetering, etc. Some simple particle effects (like dust while running, poofs in the air when air dashing, etc) would help contribute to good game feel, while being easy to swap out later.

Developer(+1)

Hello XpBarq. Thank you for the feedback!! I didn't knew about AudioStreamRandomizer. I'll for sure use it. Thank you for letting me know! I'm using godot 4.3 btw. Hopefully it is supported. But otherwise I'll try to find a solution for the sounds. 

I totally get what you say about the "nothing overwhelmingly standout". I'll be working to define the visual identity of the game, and adding all that you pointed out. Patricle effects, sounds, animation for when pushing against walls. I agree 100%.

Submitted(+1)

It seem pretty good for me, but sound design will be the thing you will have to work the most for I thing. Animation is great. Tryed a fanart but I suck at furry so here this abomination.


Developer

Wow, thank you very much BlueDandDev! For sure, sound design is something that is 100% missing as of now. I'll also need to reach out to musicians to comission musics for the levels. But I'm glad that you liked it. Thank you for the fanart!! <3

Submitted(+1)

try https://www.youtube.com/@alkakrab for free muric

Submitted(+1)

Really cute and well animated and programmed player character, scenario looks wip but the artstyle is already appealing. Can't wait to see it with music and sounds, those make a huge difference in games like this.

Here are some more thoughts:

  • should be able to air dash after a wall jump
  • ledge grabs don't seem to work sometimes. worst case scenario seems to the the little pillar fountain at the beginning
  • needs an animation for sprinting while swimming
  • definitely needs particles for ground pounding at least
  • don't know if this is wip, but a crouch action leading into a high jump seems like a missing piece
  • remember to add a counter for the bones
  • watch out for level design traps like asking the player to do a maneuver high up with no safety nets before making them do it on the ground more safely
Developer

Thank you for your feedback ithiro!

I watched your recorded gameplay, and it gave me a lot of insight.

I'll be working on all the things you have pointed out. Of all of those, I have just uploaded a new version with the bone counter, which I had not showing. Thank you for pointing it out.