I think this is a pretty good idea but I am not sure about how big of an audience you'll pull in.
Just as soon as I thought I understood it and it felt good, the second stick came in and then I basically felt like I was relearning the game all over again. I understand frustration is a core element of these types of games but it feels downright sadistic. I struggled so hard with just the basic "walk across this thing" minigame.
I honestly feel like simply allowing for both sticks to pass each other would be enough to rectify the difficulty curve. It's hard enough to mentally visualize the movement with both sticks, but adding extra restriction like that is taking the difficulty from a 10 to a 20. Maybe make it an extra option? Like an extra challenging mode?
The art style is simple and nice, I like the aesthetic.
The chatter-text audio bits from the NPC was kind of grating. Not a fan.
I did not get very far before I lost interest. I am not a fan of Getting Over It, but I imagine fans of that kind of game would be very interested.
I dunno why jump is on left trigger for some reason felt weird to use that when the face buttons are right there and the only time I saw them used was to interact with something, which means you have 3 other face buttons there.
Oh yeah one other thing: Not sure how to explain it very well but when your character is on stick and you go to (0, 0) input in that stick, trying to go back to the angle you're currently at is VERY frustrating and can result in unintended movement. I don't know how you could rectify this but it's definitely a problem considering the nature of the game and how even slight movements can move your character.
I got a bit past this but got pushed all the way back, didn't want to play more, but I can appreciate the effort and ideas that are in this game.
Thanks for the very detailed feedback. Jump is on left trigger because none of the inputs that are actively used should require the player to remove their thumb from a joystick in platforming sections. Later in the game you also grab things with left trigger and right trigger (left trigger does both) as it stands. Audio and visuals definitely need more work still at the moment, sounds especially are mostly placeholders. As for letting the arms move through each other, I have tried both but it just seems really wrong to me to allow this. I'll give it some more careful consideration but it seems opposed to the spirit of the game (coordinating two arms). As for getting your arm back in place, I'll be adding some better designed indicators soon to help you discern where your input is going. Pressing lightly on the stick also moves the arm slower to a degree, but without the visual feedback it is definitely probably hard for newer players. I used to have indicators on by default but I never had a good design for them, but I have some ideas now.
FYI: Never played these games before. Gave up in the first level after I fell down quite a bit (the umbthteenth time).
initial tutorial window has no prompt to close the window
Sometimes I couldn't associate the input on the game pad stick with what's on screen. Not always, but sometimes. It felt weird, hard to describe.
I don't like the look of the eye. It looks boring for something that's at the center for all of the time.
many many many times I would swing-jump in one direction when I only wanted to bring myself into position, so I had to be extra slow with my input to not trigger a swing-jump
you can press Y for debug indicators but I still hadn't thought of a good way to display them. I think I have an idea or two now that I could implement to make it more obvious where you are pointing to while looking better. Visuals are really not my forte so if you have any specific suggestions regarding the eye let me know.
I can't give you anything specific, but I wouldn't shy away from giving the eye more character and personality. Eyes like that can be cute and expressive. Maybe some simple emoji-like reactions. Depends on what you have in mind for your game.
I don't think I got very far, I played for like 10-20 minutes but only got to the top section of the bouncy mushroom area. Before falling down over and over. The controls were fine, just that I had some trouble always knowing how I would arc with a movement. I imagine if I took it slower it would be fine.
Comments
I wanted to record your game, but it looks like it can only be played with a controller? Maybe next time.
DD53 feedback videos:
Demo Day 53 videos of games starting with letters from A – J:
https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA
Demo Day 53 videos of games starting with letters from K – Z:
https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g
Yes
Sklime Demo - Controller required
requires a controller
Silly me.
I think this is a pretty good idea but I am not sure about how big of an audience you'll pull in.
Just as soon as I thought I understood it and it felt good, the second stick came in and then I basically felt like I was relearning the game all over again. I understand frustration is a core element of these types of games but it feels downright sadistic. I struggled so hard with just the basic "walk across this thing" minigame.
I honestly feel like simply allowing for both sticks to pass each other would be enough to rectify the difficulty curve. It's hard enough to mentally visualize the movement with both sticks, but adding extra restriction like that is taking the difficulty from a 10 to a 20. Maybe make it an extra option? Like an extra challenging mode?
The art style is simple and nice, I like the aesthetic.
The chatter-text audio bits from the NPC was kind of grating. Not a fan.
I did not get very far before I lost interest. I am not a fan of Getting Over It, but I imagine fans of that kind of game would be very interested.
I dunno why jump is on left trigger for some reason felt weird to use that when the face buttons are right there and the only time I saw them used was to interact with something, which means you have 3 other face buttons there.
Oh yeah one other thing: Not sure how to explain it very well but when your character is on stick and you go to (0, 0) input in that stick, trying to go back to the angle you're currently at is VERY frustrating and can result in unintended movement. I don't know how you could rectify this but it's definitely a problem considering the nature of the game and how even slight movements can move your character.
I got a bit past this but got pushed all the way back, didn't want to play more, but I can appreciate the effort and ideas that are in this game.
Thanks for the very detailed feedback. Jump is on left trigger because none of the inputs that are actively used should require the player to remove their thumb from a joystick in platforming sections. Later in the game you also grab things with left trigger and right trigger (left trigger does both) as it stands. Audio and visuals definitely need more work still at the moment, sounds especially are mostly placeholders. As for letting the arms move through each other, I have tried both but it just seems really wrong to me to allow this. I'll give it some more careful consideration but it seems opposed to the spirit of the game (coordinating two arms). As for getting your arm back in place, I'll be adding some better designed indicators soon to help you discern where your input is going. Pressing lightly on the stick also moves the arm slower to a degree, but without the visual feedback it is definitely probably hard for newer players. I used to have indicators on by default but I never had a good design for them, but I have some ideas now.
FYI: Never played these games before. Gave up in the first level after I fell down quite a bit (the umbthteenth time).
Other than that it plays smoothly.
No commentary video.
you can press Y for debug indicators but I still hadn't thought of a good way to display them. I think I have an idea or two now that I could implement to make it more obvious where you are pointing to while looking better. Visuals are really not my forte so if you have any specific suggestions regarding the eye let me know.
I can't give you anything specific, but I wouldn't shy away from giving the eye more character and personality. Eyes like that can be cute and expressive. Maybe some simple emoji-like reactions. Depends on what you have in mind for your game.
Thanks, I'll give it some thought
Simple and well done, though these kind of games aren't my forte.
thanks for playing. Were you able to make it through ok or did you struggle with anything?
I don't think I got very far, I played for like 10-20 minutes but only got to the top section of the bouncy mushroom area. Before falling down over and over. The controls were fine, just that I had some trouble always knowing how I would arc with a movement. I imagine if I took it slower it would be fine.