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Dunno if you still want input on that front, but this kind of levels are way better than the semi-open world.

Very nice polish overall with transitions and sound. New ant enemies are super fine, but remember to add animantion on hook/stun.

cute tutorial, strange decision on what you are explaining. you are half way into "I only give you controls, and gl" and, "let's explain everything". 

Random notes:

- player should be layered above the sign posts

- guiding arrow in the tutorial should be pointing the exit, not the extra stuff (it's common vg sense)

- old stuff, it feels bad to rotate the cam everytime you move left/right. In heavy situation can give motion sickness.

- After you die, deactivate the player controller

- maybe hooking non metal enemies should stun them (ants, throwing ants etc); after that you implement enemies that can't be stunned by hooks

- it feels bad to be damaged by spikes on the edge of a platform you are standing on (right side of mines 3)

- on death is better to reload the level than to go on level select and wait for a load everytime. it's padding

- in pause menu you can put a retry button to skip loadtimes

- if you get hit after you die, you can lose a hat

- mine 3 exit bugged out on me, I couldn clear the level (I landed on the 1x1 block on the left)

- the first jump in cliffside 1 (with the spikes above your head) is maybe too much precision 

(+1)
Dunno if you still want input on that front, but this kind of levels are way better than the semi-open world.

I don' t really need it as I'm locked in to the linear ones but I appreciate hearing that others prefer them as well.

Very nice polish overall with transitions and sound. New ant enemies are super fine, but remember to add animantion on hook/stun.

They will get them. I'm just trying to figure out what I wanna do gameplay-wise when it comes to hook interaction with them, like the stun you proposed.

cute tutorial, strange decision on what you are explaining. you are half way into "I only give you controls, and gl" and, "let's explain everything".

I never really changed it much from the old game boy version. It'll get an overhaul soon though since I think I should stop taking the piss and actually make some levels mortals can beat. It'll go more in the former direction as I think with easier levels at the start and platformers generally not being a complicated genre that should be enough.

guiding arrow in the tutorial should be pointing the exit, not the extra stuff (it's common vg sense)

Collecting the egg is mandatory, that's why it points there. Not quite sure yet if I'm gonna keep it that way.

old stuff, it feels bad to rotate the cam everytime you move left/right. In heavy situation can give motion sickness.

Yeah, the camera needs work. Another thing that hasn't gotten any love since I moved away from the Game Boy look.

After you die, deactivate the player controller
if you get hit after you die, you can lose a hat
mine 3 exit bugged out on me, I couldn clear the level (I landed on the 1x1 block on the left)

The code of my player controller is an eldritch abomination and I have no clue how to fix these until I bite the bullet and refactor it. Eventually.

it feels bad to be damaged by spikes on the edge of a platform you are standing on (right side of mines 3)

I wanted to add directional collision to them but never got around to.

on death is better to reload the level than to go on level select and wait for a load everytime. it's padding
in pause menu you can put a retry button to skip loadtimes

I'll probably just make you respawn in the level on death and only go back to level select if you complete it. I don't think a retry option is necessary at that point as if you really  want to there's plenty of options to just kill yourself quickly. I noticed this with myself when playing Su-Meru. You can press R to reset a puzzle but I'd never use it and instead would just walk into a pit even if that's slightly slower.

the first jump in cliffside 1 (with the spikes above your head) is maybe too much precision

Is that jump even possible normally? the intention was to get horizontal momentum with the hook so you can jump further without jumping high.

Considering you're talking about the cliffside level, how many levels did you beat? Most people got filtered by level 3 it seems.

Is that jump even possible normally? the intention was to get horizontal momentum with the hook so you can jump further without jumping high.

yes, that's the jump. I did it with a normal jump after 50 +/- tries. This kind of momentum interaction imo is not something you can infer by just playing. 

I've completed all levels till cliffside. Lava filter me out, and the last part of frozen is doable but my hands still can't make it.