Cool idea! I think this alternative way of movement is really neat.
It seemed to be a little broken at the moment - seeing the fox's sprite change with WASD made me think I would move, but I wouldn't.
I did notice that the disc did bounce off the white cube, albeit barely - I think it'd be cool if it could bounce off walls or mirrors so the player could use the mirror for some cool moves!
Leuk. Heel intuïtief. Nog een paar hints geven zoals de controls en een win condition. Persoonlijk vind ik de huidige versie van de projectile leuk, maar wat Vohmu zegt klinkt ook wel interessant.
Cool idea, the projectile bouncing walls can add some interesting movement plays for the player. I would recommend making it so the player cannot teleport to the projectile while it's in the air; this would restrict movement and allow for more intricate level design, making it more puzzly and forcing the player to think ahead rather than just do whatever and reach the goal eventually.
Comments
Cool idea! I think this alternative way of movement is really neat.
It seemed to be a little broken at the moment - seeing the fox's sprite change with WASD made me think I would move, but I wouldn't.
I did notice that the disc did bounce off the white cube, albeit barely - I think it'd be cool if it could bounce off walls or mirrors so the player could use the mirror for some cool moves!
I think the teleport should be more restrictive so the player must specificaly look for solutions
The mecanic of the teleport is really nice, maby a max of tosses wloud be cool or that you can only tp when it hit somthing.
Leuk. Heel intuïtief. Nog een paar hints geven zoals de controls en een win condition. Persoonlijk vind ik de huidige versie van de projectile leuk, maar wat Vohmu zegt klinkt ook wel interessant.
Cool idea, the projectile bouncing walls can add some interesting movement plays for the player. I would recommend making it so the player cannot teleport to the projectile while it's in the air; this would restrict movement and allow for more intricate level design, making it more puzzly and forcing the player to think ahead rather than just do whatever and reach the goal eventually.