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You can already do animation canceling, I was hoping players would find out on their own. You can jump directly after any kind of impact to cancel the anim and then input something else. I have considered allowing the bash to cancel aswell but I feel it's more rewarding that it comes with an extra input.

In regards to the 2nd point, button mapping is underway.

Thanks man!

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I get the idea behind that, but since you are going for a Wario/Pizza Tower like gameplay, you want to optimize flow, so Slam -> Bash is a good flow especial since you can Bash out of Rocket, where Slam -> Jump -> Bash is probably fine but is not intuitive, nor indicated, simple intuitive controls makes the system easy to learn and harder to master, then you can make levels that push that mastery, having 1 extra button press for a perceived reward, isn't all that rewarding and becomes tedious after the reward has been found, especially when it could have been 1 single button.

The Reward should be in the smooth and simple flow of gameplay and not the "tricks" that are found to make that happen, the cool tricks need to be something special, like the slide jump dash in Psuedoregalia, or the jump dash reset in Celeste, those are both "bugs" that where made into features for players that found them, in a Wario/Pizza Tower like game a player would expect to be able to dash once on the ground.

also I think you should keep the attack through 1 block wide geometry activating stuff that can be used for good secrets and is a real "ah ha" moment.

Excellently argued my good compeer, I'll be adding it! You give very valuable insights, I've considered it myself but I guess I was missing a piece to go ahead and make it so. Thanks for taking the time to write all this up! :)

And aye I noticed that one hehe, the funny part is how it only triggers when you're standing right next to it. I wonder where that lil bug can be used effectively, and how I can guide players to figure it out because most would assume to use the Weight Expel.