Love it so far! My main request would be the addition of a dash and slide.
Slide:
- Uses characters current momentum (can't slide from standing)
- Allows character to go down slopes quicker
- Potential to use as a way to stun enemies for short period
- Uses "S" / Down button
Dash:
- Mainly for dodging, could be implemented with a quick double press of A/D or an extra key (probably add both options).
This would greatly improve the flow of the movement, though I must say it already feels quite smooth.
Resolution settings would be nice, and I recommend you disable interpolation to prevent the blurring of the sprites. You can either do this globally in Windows>Graphics options of the project, or anytime using gpu_set_texfilter(false).
Also props to adding so many aiming angles to the player character, the art looks fantastic!
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Thank you so much :) This is great stuff!
I've come quite far with production of the game now, and I will probably not make any changes that affect the gameplay in a significant way. If I did, I would have to go back and redesign levels that I'm already done with. It's still great to hear these suggestions, and perhaps there are some small tweaks I could do to make the player movement a bit more responsive.
I'd like to explain why some of your suggestions are quite hard to get in the game.
The dash - I've seen players "double tap" A and D when trying to move into position on small platforms, so I'm afraid that they could activate a dash by mistake with these controls. Also, if I had decided to put a dash in the game, I would have wanted the possibility to aim it in different directions.
Resolution and interpolation - I've found a sweet spot when it comes to how much of the game world is visible to the player. The camera is zoomed in enough to show off the art, but still far away enough to give the player a good view of their surroundings. I've achieved this by using an unusual resolution, and the interpolation is needed to make the proportions of the pixels correct, and edges straight. I don't mind the interpolation at all, but I know that pixel artists might have something to say about that :)
Thanks again for the feedback, and I'm glad you enjoyed the demo!