Interesting little hero platformer. I liked the attacks from the player, it was fun beating up some bad guys. I think you might want to turn off shadows from powerups and add a ground display shadow instead so that the direct vertical position is shown to the player rather than that position being determined by light sources. Luckily, the shadows were still pretty close to the position but can throw people off. I got stuck at the first grouping of enemies and the large yellow block blocking my way. I didn't know what to do to get past it and it was too thick for me to jump around even with the "triple" jump like you made for the secret if you look backwards from the starting point. Not sure what the other 2 bars under the player health did. Twas a great job for your first time coding.
Viewing post in ALMIGHTY ALICORN jam comments
I think I can see what you mean about the powerups. Didn't really cross my mind, but I'll take that into account and learn how that's done, as it'll likely be helpful going forward.
To get past the golden walls, you have to use the pose ability listed in the tutorial. The bars probably could have been explained better. If you collect 15 energy (shown by filling the blue meter halfway) you can use your super attack. The gold bar shows progress. When you have gathered 30 halos, you have access to the pose ability, which will destroy the golden wall closest to the arena.
Thanks for the complement!
Ah, I didn't see the tutorial button my first go around. I redownloaded, played again and was able to beat it. It might be nice that when a new mechanic like that is first available to the player to have a popup box appear stating to "Press Q for Fantastic Pose". While it's great you have a page for controls on your main screen, something like that is done a lot in games. This could be done for your energy bar as well if you feel it appropriate or maybe the character can say "Lets unleash my Ultimate move by pressing F". Up to you :D That or you could increase the HUD bars and put a Letter on those Bars for "Q: Barrier Break" and "F: Ultimate Attack". Little ways to signal to the player when they are available and how to use them if they forget as well.
Since I played a lot more this time... Might want to add an invisible Object to trigger death and use those to signal how far the player has fallen instead of what seems to be one giant death pit on the bottom. So that when you fall off an edge high up, you don't have to wait as long.
Love the trees and such by the way, the aesthetic gives me a Viewtiful Joe feel. I'd love to see more elements added to reflect that. I think it would be nice to have walls so the player can't see the entire map. Might be nice to have edges highlighted somehow, maybe with a texture.
That's all my comments for now unless you want more suggestions. I enjoyed the game a lot more this time around.