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I liked the old vaulting but this feels even more awesome! Really nice design changes.

For the ledge holding, you have to press space to climb up. Pressing forward has you move along the ledge towards the direction you're facing. This felt a bit weird to me. I think it might be worth trying to have pressing forward (after a delay) have the player climb up. Pressing space can then allow for the player to do the old vault if they're jumping forward, or do the usual wall jump for any other direction, as seen with the wall hold.  But! I can understood if you want to move on from this whole ledge movement thing and come back to it later seeing as how you already revamped it so much.

Secondly, the gun reticle is from what I can tell a bit off. Here's a picture using the default gun you start off with.


I drew a red line of where the line of fire actually goes. It goes to the lower left of the reticle. Is this intended? If you shoot the open air, it never actually reaches the reticle. The guns feel greater otherwise, just the guns need to shoot a little higher to the right or the reticle needs to be not the center of the screen.

That's really it, and these points are minimal compared to the last build. Overall really liking it, I can tell you can make it into a very smoother shooter with the groundwork you have now. Good job!

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Happy to hear you enjoy the build :)

great tip for the ledge controls! i think having an input of direction pull you up would work well

the reason for the aim being off is that bullets drop, so often that has to be taken into account on the aiming, the only option for this is moving and lowering the aim retical for each gun depending on there range and drop off, which may come in a future update :) depending on where i go with combat and weaponry 

Yeah the drop off makes sense. I'm trying to remember how Splatoon handles this with their paint fall off, don't have the game on me currently so I watched this video, it seems like the reticle is just for the paints trajectory before it begins to dip? Not fully sure. Also notably Splatoon has an outer reticle which shows the spray of the weapon, you're probably already were aware of those though.

Also I forgot something! This is a very jumpy game but the jump is set to the same height no matter how long you hold down the jump button. You can't do a little jump onto the rail, you have to do a big jump and land on it. Jump hold time converting to jump height for the first half second might allow for better movement. Along with that, the control you have in the air while falling is there from what I can tell but it's not really sensitive enough to allow precision. I'm testing this by using those long rails in the back street. Jumping from left rail to right rail, its easy to jump over the rail since the player can't create the jump height. And when you're falling towards the rail, the fall movement isn't fast enough to get you on.
I understand if you don't want to do the fall movement speed raise though as I think it would technically allow players to fall in a zigzag motion which would look weird. But jumping and falling is a big part of the game so maybe worth it? Up to you this one.

actually there is jump holding! but i think i have made it far too subtle to notice :P i have changed that now so it is more controllable