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(2 edits)

I didn't tried the online features, but gave it a go on single player. The character art style is great! I really like how you did the 2D head, and the 3D body mixing well with each other. The animations and expressions are very good.

On the movement side, it felt like a mixture of Mario 64 with 3D Sonic. Quite an interesting choice. I really like the momentum mechanics that you added, like running on the walls, and having acceleration on the character when you try to stop. Also running on the loops. Although, when I touch the sonic speed boosts to get into a loop, If I tried to steer the character, I would often fall. I had to let go of the stick and let it auto pilot me, which is not as fun imo.

I noticed that when walking arround, I felt some kind of jitter. I don't know if this is due to the online code, but it can be due to Godot Physics. I had a similar problem, that was fixed by instaling Godot Jolt physics engine.

The camera would some times get stuck on walls or on the floor.

Speaking of the camera, there were some parts, like ascending bob-omb mountain, where the camera would try to reposition in a specific angle. I get what you are doing with it, but I felt it was quite disorienting. Perhaps it would be better to always let the player have the control, except on some sections like the 2D section. And when you take the control away, take it fully. Don't let the player control the camera at all.

The "jump poles" seems like a great idea, but right now they work in a very wierd way. I could not make them work, as I would often miss the direction I want to jump, and repositioning in the air was very dificult. One thing you could do, is make the air control more lenient.

On Emerald Coast I would fall onto the water, but clip under the level, and had to go down and respawn.

I was able to catch 13 of the 17 goals.

Overall, fantastic demo. It show's a lot of promise!! I'll be following the progress.

Also, you did a bunch of things that I need to add on my own game, like climbing poles, sliding down slopes, and having that "break effect", when suddently holding the oposite direction you are running. Can I persuade you to teach me how you did some off that stuff?

(+1)

-I don't think anyone tried the online, and that's okay. It has a "Tag" mode, but other than that, it's the same as the single player, but there are other people in the world, assuming other people connected.

-Yeah, I need to alter the loops a LOT, but I don't know I'll have a ton of loops in the final version. We'll see.

-It's the Godot Jitter. You're saying Jolt Physics can fix this? I'll look into it.

-The camera is absolute ass. I'm going to completely gut it and replace it.

-As for the "Always let the player have control" my plan is to have two modes like Mario 64 that you can swap between. One being complete free cam, and the other being "drift toward points of interest". Both are good for different players.

-The jump poles... You might be right. I might need to limit them to 8 directions. Or, perhaps I'll set it up to have an aiming retical thing like the swinging pole? I don't know. I'll look into it.

-Emerald Coast is just glitchy as heck, generally. I cannot seem to fix the water in it, and I cannot figure out what is causing it. I don't know how much effort I want to put into it, because, I mean, Emerald Coast won't be in the final, you know?

-That makes me really happy, that someone had a good enough time to get 13 of the goals. Thanks for playing!

Also, I would love to teach you how to do a bunch of the things I did, as long as you teach me how you made your level. Is there any way I can get a hold of you?

For sure! Add me on discord. I can show you how I made my camera aswell, for inspiration. Maybe it will be usefull. My discord name is lucardo. You can also find me on the AGDG discord.