Mission accomplished on both getting the feel of Velgress and making it look real nice in your engine 👌 Given it has the essence of Velgress moment-to-moment play it's lovely to just putter about: jumping, dodging, shooting, falling.
Nice work. Your new procgen segments were interesting! I think the enemy visualization was a bit deceiving, like the actual hitbox seemed smaller than the visible circle. One difference in the movement mechanics I really liked was the gentler arc of bouncing off an enemy while not holding jump; more forgiving but also better-feeling than the original Velgress IMO.
Thanks for taking the time to play and comment! I’m glad you liked the game. The enemy collider is indeed smaller than the visual, the thought behind it being to make close calls look closer than they really are. But on the flipside it also makes them harder to hit with bullets, which can admittedly be frustrating.
Comments
Mission accomplished on both getting the feel of Velgress and making it look real nice in your engine 👌 Given it has the essence of Velgress moment-to-moment play it's lovely to just putter about: jumping, dodging, shooting, falling.
Despite being just blocks, lights, and darkness, there's something beautiful about this game.
Nice work. Your new procgen segments were interesting! I think the enemy visualization was a bit deceiving, like the actual hitbox seemed smaller than the visible circle. One difference in the movement mechanics I really liked was the gentler arc of bouncing off an enemy while not holding jump; more forgiving but also better-feeling than the original Velgress IMO.
Thanks for taking the time to play and comment! I’m glad you liked the game. The enemy collider is indeed smaller than the visual, the thought behind it being to make close calls look closer than they really are. But on the flipside it also makes them harder to hit with bullets, which can admittedly be frustrating.