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Mid air dash is pretty OP right now. If you spam jump + dash you can traverse the world much faster than just regular running.

The double jump needs more height to be worthwhile.

The poles that launch you are really hard to control. I actually think it would be better if these sent you in scripted directions instead of having the player angle it.

Body slam feels weak. Not much anticipation in the animation at the start and you don't fall nearly hard enough imo. Also seems like a missed opportunity to not be able to directly go from body slam -> crouch jump to mimic the bounce mechanic from sonic adventure. If I try to do this I will always do a regular jump even if I hold ctrl to try to get into the crouch animation.

I noticed while jumping off slopes the player is always launched vertically. I'm not sure about Mario, but in Sonic the player is always launched perpendicular to the slope. Can't say for sure if one or the other is necessarily better but I think it would make more sense at least on steep slopes if the player jumped off at angle.

The baseball bat spin attack has very tight hit boxes currently. It's harder than it should be to hit the skeleton dudes without getting hit yourself. I did see ITT that you'll be reworking that though.

The newer model is definitely an improvement but I actually think a 100% 3D lowpoly model could look even better. It's very obvious that the head is a billboard 2d sprite and the stiffness from the limited rotation frames of the head clash with the smoother rotations of the rest of the body. Alternatively, you could try limiting the number of rotations of the rest of the body instead.

I think I'd have to play a proper level first to comment more on the player controller. I'm not exactly sure what you're going for in terms of playstyle but I do like the general movement you have so far. You should check out Spark the Electric Jester 3 gameplay as a reference if you haven't already. That dev implemented similar platforming physics pretty well.