Very cool! The game has 20 levels and gets more difficult further in. We wanted to ease players in so they didn't feel too discouraged right off the bat. I'm sure if you got to the wall sliding levels it would be more ragey. That's where our beta tests showed increased levels of controller smashing. ;P
Loved being in your video! Thank you for taking the time to check us out!
so after 172 deaths i can say this game is a blast to play. simple but perfect. the only things i would change is.
1 a marker showing where checkpoints are.(because i would like to know that when i die i wont be back at the start of the level) ,
2 the penalty of death (that being about 1 second) be reused as in some levels you have to jump where spikes that don't kill you are. and there no distinction of which is which, and i think it slightly unfair to make so you have to die to find the correct path and then penalise them for doing so .
3 the camera, the camera should move so that the player can see more space ahead of him than behind him. the camera system currently could be alter pretty easily to fix this. instead of the player being outside an invisible box you parent an object to the player with an offset based on the direction hes facing something like (camOffset.localPosition = (spriterenderer.flipX ? -1, 1)* offsetAmount ). and then just re-target the camera controller to that. if you keep the offset amount smaller than the distance from the player to the wall of the invisible box there should be no jerky movements and it would be a lot nicer in my humble opinion.
Thank you for the great response! So glad you enjoyed playing the game.
1. Yes you're right. That would actually be a great addition to the game.
2. We were debating on whether or not to make the spikes seem different so that the player could logically figure it out. We decided to go with making the fake spikes not able to have blood splat on them. That way the player can end up figuring out which ones are fake. But if they were serious about minimizing the time to complete the game, they would be able to memorize and know which spikes are fake by playing a few times. That way if a player got good at playing they'd essentially have an edge on things like that. That's another reason why we put secrets in the game. If players liked playing enough, they could explore and find optimal ways of getting higher scores. So we're glad you thought it was a little unfair, because that's the path we chose to take. It's always nice creating an environment that you think the player will react one way and then they tell you that they did. That's awesome and your feedback is incredibly valuable.
3. Yes you're right on this one too. Although some levels make use of both directions, it would probably be better to have the camera be a little more responsive so you could get a farther view in both directions depending on user input. Would seriously consider adding this type of feature to a sequel.
Thank you again for playing and leaving a comment! We're extremely happy that you got a kick out of it.
Comments
Interesting game. I included it in my Dream Arcade Archive compilation video series, if you’d like to take a look. :)
Very cool! The game has 20 levels and gets more difficult further in. We wanted to ease players in so they didn't feel too discouraged right off the bat. I'm sure if you got to the wall sliding levels it would be more ragey. That's where our beta tests showed increased levels of controller smashing. ;P
Loved being in your video! Thank you for taking the time to check us out!
so after 172 deaths i can say this game is a blast to play. simple but perfect. the only things i would change is.
1 a marker showing where checkpoints are.(because i would like to know that when i die i wont be back at the start of the level) ,
2 the penalty of death (that being about 1 second) be reused as in some levels you have to jump where spikes that don't kill you are. and there no distinction of which is which, and i think it slightly unfair to make so you have to die to find the correct path and then penalise them for doing so .
3 the camera, the camera should move so that the player can see more space ahead of him than behind him. the camera system currently could be alter pretty easily to fix this. instead of the player being outside an invisible box you parent an object to the player with an offset based on the direction hes facing something like (camOffset.localPosition = (spriterenderer.flipX ? -1, 1)* offsetAmount ). and then just re-target the camera controller to that. if you keep the offset amount smaller than the distance from the player to the wall of the invisible box there should be no jerky movements and it would be a lot nicer in my humble opinion.
Thank you for the great response! So glad you enjoyed playing the game.
1. Yes you're right. That would actually be a great addition to the game.
2. We were debating on whether or not to make the spikes seem different so that the player could logically figure it out. We decided to go with making the fake spikes not able to have blood splat on them. That way the player can end up figuring out which ones are fake. But if they were serious about minimizing the time to complete the game, they would be able to memorize and know which spikes are fake by playing a few times. That way if a player got good at playing they'd essentially have an edge on things like that. That's another reason why we put secrets in the game. If players liked playing enough, they could explore and find optimal ways of getting higher scores. So we're glad you thought it was a little unfair, because that's the path we chose to take. It's always nice creating an environment that you think the player will react one way and then they tell you that they did. That's awesome and your feedback is incredibly valuable.
3. Yes you're right on this one too. Although some levels make use of both directions, it would probably be better to have the camera be a little more responsive so you could get a farther view in both directions depending on user input. Would seriously consider adding this type of feature to a sequel.
Thank you again for playing and leaving a comment! We're extremely happy that you got a kick out of it.