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Thanks for the feedback! I definitely agree with your feedback - the scope was rather large and things ended up feeling way less polished than I would have liked, but on the other hand I don't really regret that decision for this project because it allowed me to throw a lot of ideas at the wall and sort of see what I liked very quickly, For the SMVM I'm going to (possibly counterintuitively) really narrow down the scope and focus on polishing up one zone as much as I can. I'm also going to focus on making the enemies and combat feel much better overall. I'll probably revisit the air/electricity level because I enjoyed those mechanics the most, and the boss fight's original, way too difficult for a gamejam implementation was very fun for me.

 In terms of physics, are you able to describe a bit where you were getting stuck on walls? Do you mean in some of the tighter spaces where you're trying to move through quickly? Getting the movement controller feeling better and better is always a core goal of mine, so any feedback here is super useful.

Again, thanks for playing and for the feedback.

Yeah, definitely something to be said for just throwing a bunch ideas against the wall and seeing what sticks for a gamejam, I totally get that, so maybe it's for the best, especially if you plan to keep working on it through SMVM. Good luck!

For specific problems: I remember the part in the Quick Man laser area where you can either go over the top to get a health upgrade, or take a lower path to get to the top, it felt really unreliable to get into the top corridor to begin with, like my toe kept getting stuck on the edge. I think all the other times I got stuck in terrain had something to do with me going back a scene or doing something with moving platforms or the surf powerup. The room with the moving platforms that you have to hop between had me getting stuck a few times. Hope that helps!

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Ah, okay. Makes sense. Yeah, the toe getting caught on things, I need to figure out how to get past that. Part of it is just adjusting height on the wall grab colliders, and part of it is pushing players up over a ledge if their momentum is just right. Will keep noodling at it!