Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
Deleted post
(+1)

one thing that I found awkward with the platforming is a lack of weight. You are either moving at top speed, or zero. You’re right, I should’ve specified what I found rough, and that’s on me. And yes, the rising platform does eventually make it on screen, so that’s on me too. My game is by no means a perfect demonstration of adding weight to the characters movements (mimicking Mario 3’s player physics in a weekend was certainly not my best move) but the friction of the ground, or keeping speed while mid-air feels a lot nicer that letting go of the moving buttons and coming to an immediate halt. That also tangentially applies to the instant speed boost from holding shift. You definitely want them to gain and lose speed quickly, maybe a quarter of a second or a half of a second from zero speed to top speed, but making it instant is jarring. Same for slowing down, but you typically want slowing down to be faster than taking off, or it feels slippery. Mario 3 is notorious for feeling like you’re constantly on ice, and some games like Celeste instantly stop the player while on the ground, but while in the air you have a short gradual slowdown. Honestly, that’s the only issue I had with the platforming.