Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Thank you for being so involved in this jam. I have seen your comments everywhere.

Your game has an interesting premise. 

The first thing I think that needs work next in your game is the player controller, and physics. Your player needs to convey some amount of mass, and I don't think you intend for them to be so floaty. the animations are not switching as soon as I press the buttons making this weird sliding thing happen. I get stuck on walls when I use horizontal movement while in the air, and I should just be falling. 

I think it is vitally important in a platformer to have these things all the way done first before working on more level design because so much of everything else hinges on things like how high the player can jump, or what their stopping distance is. 

I will give you this resource about some finer details about some other platformers. I thought it helped me change my perspective a bit. 

Why Does Celeste Feel So Good to Play? - YouTube

I know mine is not perfect yet, but if you want to try it out, I have put a lot of effort into the physics and character movement for my submission (a platformer).

The animations are super blocky. It would work well if this game was themed as robots from the 1930's, but you are using 3D models and the main character never moves from the perfectly 90° rotation. There is a lot you could add.  

You have walking sideways and standing still. 

I would want to see different animations for 

  • attacking while flying 
  • attacking while walking 
  • attacking while standing still
  • jumping up
  • falling
  • landing
  • flying
  • dying
  • Enemies dying
(1 edit)

Thank you for so much consideration! You're right the physics is still not quite right... better than the first iteration, I think, but I traded some problems for others (like sticking to walls). You might be right, that I need to scrap it and start from scratch and build on new scaffolding. I had put this together for one jam and perfect was the enemy of the good. Those are all some great directions for animation. I appreciate it. You're game is next in the cue - just by looking at the screen caps - I can see some examples as far as feedback to the player for just making movement. I'm hoping taking some time with the game (outside of a game jam) will make the space to add some of those animations - enemy dying animation and player "dying" was already on my wishlist.