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(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!