The core mechanic is a really interesting idea!
I did notice a couple of issues:
- It seems to be a layering issue, but some keys can get stuck once you drag them onto their respective safe zone
- Hitting edges with the corner of your skull can cause you to slide
- It seems like velocity carries over from your previous run (it should reset to 0 upon starting a new run)
I think that by simplifying the core mechanic and making it much more accessible, the gameplay would become much more enjoyable!
Here were some suggestions I had in mind:
Core Mechanic:
- Add a grace time that slows down the gameplay for a short amount of time when the menu appears (This can allow players to chain mechanic swapping to come up with some crazy combos, and can be held back a bit by decreasing grace time a bit as the player constantly opens and closes the menu)
- You could make it a pop-up menu that appears as you hold down right-click (or some other key)
- You could even make those starting keys adjustable as well, so the player can fine-tune it
- You also make control binding easier by allowing the player to hold down on any key they have, and to auto-bind to the first mechanic that they left-click on
* These are bit more drastic as suggestions:
- I think you should remove the limiting keys portion as a suggestion, as this forces players to get comfortable with bizarre controls over time
- I think that by allowing free-range of key binding, this can allow players to easily fine-tune how they want to play
Dashing:
- Allow players to hold down the key, and trigger the dash as the key is released
- Highlight the dashing distance when the key is held down (only for the first level so players can get comfortable with it)
Level Generation:
- Include unlockable mechanics within levels (start with a basic dash and movement)
- Include the ability to unlock additional mechanic slots
* There were a bit more ambitious:
- Increase enemy variations to add depth to handling mechanics (standing ground enemies, enemies that walk left and right, floating enemies that move up and down, enemies that are tougher to kill when you have more active mechanics)
- And if you were to add grace time, you could add enemies that move normally (or become vulnerable) only when the menu is open
I really do think this is a solid concept, and can easily become a lot cooler with some adjustments. :)
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Wow, thank you so much for taking the time to write this comment! This helps massively! The velocity is actually reset, but by falling the player sometimes gains some momentum, i also noticed that. I might continue working on this game, because I know that it's way too hard but like the core concept, and if I do, i will definitely always keep a tab with this comment open, really useful, thanks! :D