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Thanks! Basically I stuck these demo levels together quickly using what limited things I have done so far, so my friends would have something somewhat fun to do when they played it. The actual level design will be very different. I'm not sure how long I've spent on the controls. I learned how to program in 2015. Took a break  for a year because of tafe and rewrote the engine in 2017. I probably fiddled around with them the most that year. making smaller adjustments in 2018. I'm glad you found them responsive.

I have a combat & gadget system in the works that will use the rest of the buttons on the controller so I just put the roll on the right analogue stick. I think it will make more sense with proper combat in the game. The player will definitely be able to customise the gamepad (and keyboard) controls eventually. I know a lot of people would prefer to use a shoulder button to roll.

I find that when people wall jump they want to go up from the wall by default. so asking for a deliberate down input helps avoid mistakes. a lot of people don't hold away from the wall until after they've jumped or they don't hold a direction at all if the walls are close together. so I tried to play it safe & make room for that.

when you're grinding you're meant to be able to slow down and speed up. but for this demo I took that out and made you accelerate to max speed even if you're holding backwards to make it more challenging and also because of missing animations.  that's probably why the need to still hold forwards after you jump feels jarring. for more challenging rail sections in the future i'm thinking of making special boost rails that will keep you moving at max speed in 1 direction until you land on something else.

Also thanks for the screenshots. I'm aware of those collision glitches they're on my long list of things to fix ;)