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|Prototype - Cipher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How strong is this idea's potential? | #3 | 4.000 | 4.000 |
Would you consider buying a larger version of this game? | #3 | 3.000 | 3.000 |
Does the idea feel well defined? Is the concept clear? | #3 | 2.500 | 2.500 |
Overall | #3 | 3.167 | 3.167 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What portions of this prototype would you most like feedback on?
The player movement controller. Will detail more specifics in the game description tomorrow afternoon (6/30).
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Comments
So I'm really glad you're looking for feedback on the movement system, because I ended up going very in-depth with coding a dash mechanic for my game, and I think I know why it feels "off" to both myself and others based on comments. When I made my dash, I started with a basic Lerp from starting position to ending position for the dash, but it felt very clunky and (correct me if I'm wrong) it feels like that's the way you've implemented your dash here as well. It feels clunky because dashes are supposed to flow with your basic movement - if you're suddenly propelling at a higher velocity then resetting to your normal velocity instantly afterwards, it's gonna feel awkward.
So instead, what I ended up doing was using Unity's Animation Curve (https://docs.unity3d.com/ScriptReference/AnimationCurve.html) - it lets you set up a graph with your X-axis being the t value from a normal Lerp, and the Y-axis being the scaled result after evaluating through the curve. Basically, it lets you make your dash a lot smoother so you could do something like have your dash be slow for the first 10% of it, then ramp up to really fast 80% of the way into it, then ease off for the last 20% (just as one example, you can adjust the curve in the editor and play around with it until it feels right.)
I hope I explained it well enough, but if not please let me know, I would be happy to walk you through it!
I'm not sure what to say, HazMatt and Malek have already said what I'm seeing too. Also on the first hill, there's an invisible cube that you cant move though, you have to jump over it. Love the tile design and looking forward to see how you push it and make some awesome backgrounds/ maps!
Big fan of your auto-tiler and how the layers look. I agree with Malek that the character feels a little heavy, but it's also really hard to get a good gauge with a block, so it might be something that feels better when there's a character sprite.
Besides that I think there's a certain smoothness that's not quite there yet with the dash. I can't quite put my finger on it, but I think it's maybe something with how the current speed is affected by dashing? Also there doesn't seem to be a default direction for dashing if you just press dash without a directional input. I feel like I'd need to play Celeste/Tower Fall again to get a sense for what they do with the dash to make it smooth haha.
In any case I'm excited to see more! Your game identity document makes me really excited to play your game, and since we're both in the metroidvania/platforming space I'm sure we'll have good insights to share as we figure things out.
the game looks nice but the character feels a bit heavy and the buttons for the controls seem a bit weird, also the game would not let me air dash most of the time and i couldn't figure out what why but other than that its a solid base for a game :)