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Hmm good question. I didn't do easing for mine to save time on the jam, it was easier to not have it but I would say specifically what I didn't like was this:

* If I hold forward it's a long time before I move, then I run forward with a ton of moves queued up and end up continuing forward long after I let go of the key. I think if a player holds down forward it means they want to just go and then stop when they let go of the key. I would only recommend queueing up moves if a player types in a lot of keys. So for holding the key down I would make it start the player movement faster but don't queue up keys, instead let the player go forward until they let go and then stop.

* The main thing was that the character moved very quickly then slowed down over a somewhat long time. Like if you watch carefully when strafing sideways you'll see the character slides into position like they are on ice. I recommend getting they camera most of the way there with a continuous movement speed then dropping off the velocity very fast or just stopping immediately (but allowing it to continue of you have another move queued up). Here is a clip of (in my opinion) it being done really well: https://youtube.com/clip/UgkxIFvQyBmCCvvNucdpPhY0P65nbYT-lEct

This issue (second bullet point) made my a bit queasy playing the game on my TV (I was sitting pretty close, it was a very large display) so I had to stop playing. I intend to give it a second play through on a smaller screen when I have time.