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(2 edits) (+2)

...I think what this game taught me is I don't actually like platformers like I thought. "Slidey and floaty" seem more to my liking oddly, with the default settings, and my extremes I put didn't slide, but, I sure leaned into floaty pretty hard! Heck, I basically made Kit fly and bypassed the challenges, and going through on the presets didn't quite feel as fun for me.

Is there a term for, like, "anti-platformers" I guess? I put in 19 max speed and 80 for Accel/Decel, max jump height/duration with no downgrav increase, doublejump on, air accel/control/brake all maxed, variable height on, max coyote time/jump buffer and minimum terminal velocity, and I absolutely drenched it in every drop of juice I had, and it was legitimately the most fun "platformer" experience I think I've had, and I've played a lotta sonic and mario games...

Also: No idea what "Jump Cutoff" does, maybe a question circle coulda been nice for it.

(2 edits) (+1)

Jump Cutoff determines the minimum height of your jump if you have the variable height option turned on. The higher it's set, the smaller the minimum jump is (i.e, if you tap the button you'll get a tiny jump).

I tried to set my jump cutoffs so that a simple tap of the button sufficed for most of the jumps and holding the button worked for places the player might want extra height or control.

Edit: I tried your controls, and while I would certainly not make this a character's default jump arc, this is basically what gliding as Knuckles feels like in the Genesis games. But Knuckles can stop gliding to land on platforms... and I think your Kit could use that as well, haha.

(2 edits)

Part of me wants a game where that wouldn't be needed, if that makes any sense. A sorta anti-platformer of sorts, with the opposite of precision. Least, that's what I learned from playing with this.

A game that wants you gliding about on momentum as your regular default state, perhaps where any platforms you'd want to land on are big enough that your "stop gliding" is just faceplanting.

Kind of reminds me of A Hat in Time, especially with the 'gliding everywhere with double jump and fast acceleration'. That's a 3D game though.

Otherwise, I do think you're onto something. In high school I kind of made a similar type of platformer as you described but you're playing as a tiny RC car (hence why you can have slipper momentum and have so much control in your jump). I now want to explore that concept again since you're implying there is a demand for it.

Maybe we can start the trend towards 'vehicle based platformers'.

Maybe, maybe!