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(1 edit) (+2)

I feel like the actual movement should be more refined, like jumping from sliding, and general level design doesn't lend itself to being as smooth. for example, the first platform over lava in Escape 1 is impossible to jump onto without wall running, however, in my attempts, wall running almost always didn't leave me with enough time to slide to conserve momentum and then jump again. If the platform was slightly longer, there would be more space to perform smoother maneuvers. Escape 1 also had small platforms over lava, which is fine, but they're small enough to make it very frustrating to jump from one to the other because jumping doesn't jump soon enough, and you just slide into the lava. Of course, I'm not a very good player, so anyone who can slide and jump on this platform please, let me know. 

Second level I sort of didn't get was Sky 0. I get using the shotgun to get up, but then the four enemies always kill me, or I use the shotgun and get blown off the platform, or hit a barrel which shoots me into the abyss. It seems unnecessarily hard for a level 0. 

I also just think escape 2, with the grappling gun, was made way too easy with walls. I can ignore the entire map with grappling to walls. With that being said, I think a level like that should be entirely in a straight line, because the corner in the level didn't make sense to me movement wise. 

In the controls department, mouse movement seems way too under sensitive. I pushed mine to three and it still is not as responsive as I might like from a game about speed and jumping. Jumping also seemed to not work from sliding, as I talked about above. I really want to wall run, jump off, slide, and quickly jump again as soon as I can. There's a big chance it's just me not getting the timing right though.

Things I do like are the weapons; It feels awesome to use the grenade launcher and getting an Uzi over a pistol feels gratifying because you can actually hit what you're aiming at. I don't like getting them from enemies as much, though, because the only way to kill your first enemy in each level is to slide into them. Perhaps a way to melee enemies instead of sliding would be an improvement. 

That's just what I've been experiencing. I know I've said quite a bit here, but I really do enjoy the game even after only playing it for a bit. Control tweaks would make it endlessly more fun, and the game can only go up from here. 

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I'd definitely agree on the mouse sensitivity having a higher ratio, you gotta crank that sucker real high. As for level design and control smoothness I think that's just more your skill as a player that you are struggling with. 

In escape 1 you can run to the right wall, wall run and jump, slide (using crouch) on the platform sideways but still looking forward and then wall running and jumping off the left wall. I can typically get to the second room with that maneuver in under 7 seconds.

As for being able to skip the level with the grappling hook, I think that's the beauty of the game and some of the levels is it allows the freedom to take different routes or try different things to get to the goal.

Maybe if Dani wanted a more linear difficulty for his levels he could try implementing an objective system or level proficiency system where like you can get up to 3 stars for each level and maybe one of the stars for escape 2 is to use the grappling hook for a limited amount of time or xyz but I don't think its that out of the ordinary to not have a linear difficulty in a platformer game. 

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After more practice, that section is no problem at all anymore, thanks! the key was to keep looking forward.  My main issue is the red platforms in the lava now, as far as levels go.

I didn't look at it that way, I agree. A player can choose their route. Implementing some sort of system that rewards players for both finding a different path, and for doing certain goals certainly would be interesting. Perhaps the more stars you get on a level, the more upgrades you could get in a theoretical shop? Or even cosmetics for enemies, or fun goofy things. (BOBBLE HEAD ENEMIES) 

Tweaks to movement would very good. At sometimes movement seems to be a bit clunky. A good comparison to smoothness in movement (similar to this game) would be Krunker.io the player models are about the same and the movement is smooth. Also Krunker.io also has an ability to B-hop by jumping and crouching when you are about to hit the ground. Overall great idea! I hope the movement is tweaked a little

yo if you time your jumps right you can jump over the lava tho

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sorry dude but i think you just haven't spent enough time with the game to get the mechanics down,watch some speedruns and you can  see with practice you can blast through the levels at warp one.