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this is a cute idea! some thoughts:

  • verticality should be used here. right now the assortment of objects is very flat which makes the gameplay samey.
  • the player character needs some sort of drop shadow directly beneath them to indicate where they are on the XY plane. it's hard to tell otherwise
  • i like the idea of unlocking more level parts, but you should take this concept a lot further. i think this is the key to making the game stand out

best of luck with development!

Hey! I really appreciate the feedback. I 100% agree with you; without more variation in the platforms, there isn't much replay value. However,  as an extremely junior developer, I am struggling to find a way to incorporate more verticality into the current generation system.  This will be a hurdle to overcome, but will make the game exponentially more interesting if I can figure it out.


A few specific questions if you have the time:
- How was performance on your system?

- How do the controls feel? The goal is to have responsive, consistent, and smooth movement.

Additionally, considering this post is nearing 3 weeks old, I wanted to share a more up-to-date screenshot. I've been spending a lot of time on the visuals. Again, thanks for taking the time to play!

(1 edit)

that makes sense about verticality - i hadn't considered the ramifications code-wise. you might be able to achieve a similar effect with some tall shapes scattered about...? about your questions:

  • game was completely performant! no issues. levels took a short time, maybe 2 or 3 seconds, to generate
  • the controls felt solid. i didn't have any missed inputs and the character is responsive. the slide move could use some tweaking though. i really like how it feels to use in air, but considering how tiny all of the platforms are i basically never wanted to actually slide forward on landing. a few ideas:
    • have some larger sloped platforms with large amounts of empty space between them. then the slide can be used to build speed and launch yourself like a skill-based long jump. this would also add some variety to the gameplay. might be harder to code, though!
    • just make the move work like the dive in mario odyssey, where instead of flopping on the ground and skidding forward, you immediately return to standing position.


hope this helps! 

(+1)

The slide was intended to  lead from being in a dive to dive jumping, similar to Super Mario Sunshine's dive. It's creates a sort of high risk/high reward situation when it comes to beating your personal best time on a level. Though admittedly, there isn't a reward system in place to entice the player to complete a level faster right now. I will definitely look into either adjusting the slide or creating more situations where you would want to use it. Thanks!