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great job! you provide a cozy and charming experience.

the world is field fun secrets and interaction to keep the player engage, the platforming is a little standard but I am sure that with more polish and platforming mechanics introduced later could be much better. (not that this is a bad starting point its actually decent, I had fun)

controls:

-input jump buffer is to small or none existing (jump input doesn't save for few milliseconds if you are not on the ground yet)

-*jump height isn't different depending on how long the jump button is held.

(just the stuff you see in every how to make a good platformer controller tutorial)

*if you need help implementing this (I found it takes a lot of time to get right) I could send you code I used to achieve this

art:

-it might be temporary but the backgrounds are drawn on a much smaller size (or maybe aren't detailed enough) and than the sprites looks off in contras with the background.

-shadows and lighting in cutscenes is weird, cartoons don't have real time lighting

-chunk fish (i think) with too much shade on them looks like a part of the background

nitpicks:

-the chunk fish is great, the sound the animation its very polished in contrast to the main character the slime who for some reason doesn't have sound effects (weird priorities in the sound design)

-some animation for the main character are missing: landing (i would also add some more slime particles here), on ground and holding move against wall (should squish against the wall)

-for some reason the speakers dialog is skippable (why? you don't have to read it and I accidentally skipped it)

(+1)

slime does have some sound effects, though granted they are a bit quiet. as for the loudspeakers, if you accidentally exit their detection range before they're done, you can just go back and they'll say what they usually say again.

the wall pushing thing is admittedly an oversight, though - i meant to make one but just forgot 😅 thanks for playing though!! the platforming is a bit generic but this is the sort of intro "tutorial" area - we have lots of plans to shake it up a bit later on

(2 edits) (+1)

Hi MitziTheDev! Thanks for playing.

On the programming side:
Jump buffer exists, although it may have been too small for you to notice. I’ll keep that in mind when fine tuning the movement.

For jump height, I’ve already achieved it, but chose to omit it as a design choice. I believed it allowed for more creativity with mixing wall jumping and jumping, as well as allowing other “power ups” to shine in the future. The decision isn’t final.


Thank you for playing and the insight provided!

interesting, I would suggest to just make a consistent jump height for wall jump (and maybe other power ups?) and one that changes for regular jumps.

the only potential down side is that players might find this confusing, at any case the jump needs to feel a little more responsive to player input.

Regardless of your final decision I would like to mention that the way I implanted this before is that there is a minimum amount of time you have to hold the jump button in order for the character to jump.

the benefits for this approach are

1:the jump button isn't overly sensitive (which matters less when you use space bar, but I like to use up arrow\W)

2:more importantly that gives a minimum jump height.

 now you would have a maximum jump height and a minimum jump height, and this is useful when designing a precise jump because as a developer you know exactly what size gup equals an easy jump (max - min) and what size gup are harder jumps (max\\min\\max-d (d>min))

I hope this helps, good luck!