The controls do feel tight, that's good. I think the gravity could be just a tiny bit more forgiving. I spent a minute trying to jump over the goat before I realized I could use shift to leap over it. I'm a sucker for branching paths, so this is pretty cool. I did like how in the "neutral" route you had the choice to easily fall for the bad pride, or to persevere and take the good pride.
I agree about the gravity. I kind of toyed with making it a little more lenient. However, the code I'm using for the collision detection is all object based (hence the large file size relative to the game length). By allowing extra jump height or air time some of the levels became a bit buggy. It's all experience that I intend to eventually build on.
I'm glad you liked the branching routes and picked up on the pitfall idea. As I'd never done a platformer before I was focusing mostly on the gameplay elements and level design more so than the platforming mechanics.
The general structure of the levels being intertwined was an idea I had at the beginning and was something I really wanted to push for. My biggest challenge was the first darker level where there was the top / bottom path. I had to make sure that the player couldn't die and go back on the other path and cause issues with the message trigger events.
I agree the hitboxes were harsh in this one. Being new to it all I played with different hitboxes but more often than not it was causing issues with the collision detection of the platform objects for 'containing' the monsters. Defintely an experience thing I want to polish in the future.
Comments
I said I would play so I did:
The controls do feel tight, that's good. I think the gravity could be just a tiny bit more forgiving. I spent a minute trying to jump over the goat before I realized I could use shift to leap over it. I'm a sucker for branching paths, so this is pretty cool. I did like how in the "neutral" route you had the choice to easily fall for the bad pride, or to persevere and take the good pride.
Overall, it's a real trip. :)
Thanks for giving it a play!
I agree about the gravity. I kind of toyed with making it a little more lenient. However, the code I'm using for the collision detection is all object based (hence the large file size relative to the game length). By allowing extra jump height or air time some of the levels became a bit buggy. It's all experience that I intend to eventually build on.
I'm glad you liked the branching routes and picked up on the pitfall idea. As I'd never done a platformer before I was focusing mostly on the gameplay elements and level design more so than the platforming mechanics.
Must have been hard doing the branching paths in such short time. The game was fun, even if I found the hitbox to be a bit too harsh.
The general structure of the levels being intertwined was an idea I had at the beginning and was something I really wanted to push for. My biggest challenge was the first darker level where there was the top / bottom path. I had to make sure that the player couldn't die and go back on the other path and cause issues with the message trigger events.
I agree the hitboxes were harsh in this one. Being new to it all I played with different hitboxes but more often than not it was causing issues with the collision detection of the platform objects for 'containing' the monsters. Defintely an experience thing I want to polish in the future.
Thanks for your input!