The ladder mechanics and companion mechanics need to be worked on. Ladders just feel so hard. The core mechanics are well thought out and exposed to the player at a good rate.
Viewing post in Project Nortubel (Still WIP) jam comments
I watched your stream and felt like mentioning stuff:
* Cutscenes have no audio and gameplay has few sounds. I might get more during development.
* I overshared partially because of panicky stuff like "in case I die" and being an OC ideas guy.
* Ezcudos are a reference to Escudo/shield coins that Portugal had before the Euro. Nortubel as a setting is Portugal inspired.
* Q + commands are based on someone once saying the game already had too many buttons.
* Astrolobe is indeed placed weirdly but it's based on my idea on the kid being off-screen.
* I wanted to make characters have different sprites even if the gameplay is the same. Oscar runs like Naruto and Pete jumps like Mario. You also have some girls holding their skirt. Originally, sprites were more detailed and they all had the same poses.
* Before they had actual names, Carrie and Oscar were called "Carrot and Orange" as placeholder names.
* You forgot to read a yellow book stating that Players could push off Companions off ladders. But on this current update, I removed that mechanic and made the Companion climb slower (Because otherwise, they'd shake weirdly and the game already has some weird jittery stuff even though there's something I don't notice on my videos or experience somehow).
* If the kid isn't running away when you press Q+Left, it might be because they're in the exact same spot. If you slightly move left/right, they do run.
I don't blame people for not liking how the game plays and feels, but I do try to make things a bit more accessible with my limited skillset and frankensteined structure (And it's also on Github for anyone to explore, even if their negativity increases).
At the same time, some videos on my channel (Also called EyeBallTank) at least show stuff like other levels, different world themes and even interactive stuff for the sake of "world building".
Because I want to make a "fake crossover" feeling game and the 2 first non-Nortubel worlds are a tech/computer world with cute robots and a Sin-City inspired setting.
Some of the positive comments I received were "at least character designs are interesting" and the clown girl Bonka showed up in a collage art for DD52 (I think) and was referenced in DOJD (In turn, I referenced DOJD in the Sin City inspired world I mentioned).
I appreciate you checking out the stream! I really liked your creative liberties and it really felt like a labor of love. As I'm sure you saw the mechanics can be a little infuriating to the overall experience but despite that the game was still fun in the limited time I played it. I think if you can find a solid middle ground on the companion navigation your game experience would be much more welcoming. The animations were cool. It felt like each character had their own personality. My favorites were the soccer kick and the skirt holding while jumping
Your stream did led to 2 changes: Relocating the books with water related info so you don't have to go underwater to read and fixing some grammar like the "three house" bit (Of course it's tree house) and stating that the rod only works with the Player.
I've been thinking on how I could make it so pressing a button would change playable characters: It'd be the one way most people would get into the game and I feel like writing a blog post to explain stuff before trying it.
I still wanna do this update a release before trying that method.