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(+1)

You’ve got some pretty cool stuff here! Character feels good to control, movement’s snappy and I’ve had no trouble gauging how far and high I could jump, so good work on this. I like that “spin-to-jump” ability and got used to it very quickly to reach the highest platform.

Nice work on the camera too. It seems to update its Y coordinate (or whichever axis Godot uses for height) at predefined height levels, which works fine now, but could feel weird when walking up/down long slopes. What I would recommend is letting the camera update its height constantly when the character is grounded (lerp it of course so it feels smooth), and when not grounded let it update only when performing certain actions, such as grabbing ledges, activating that spinning ability, falling from great heights or when the character gets very close to the top and bottom edges of the screen. This is roughly what I did for my MVM22 entry some months ago and it worked pretty well, but I’m sure there could be better ways of doing it.

Looking forward to a complete version of this!

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Aye, the camera is something I was messing around with a lot during the jam. originally, it just followed the character, but then while playing Pseudoregalia, I noticed that at certain areas, it would instead stay at certain heights in PR. I think I'll need to mess around a bit more with my camreato make it feel 'natural'. Its main use, from my understanding, is letting the player see over 'ledges' if they are grabbing them.

The way it works now is that there are 'areas' that the player can enter to change the camera's target height. Then, if there are multiple, they are added to a stack or queue. If the player leaves one, it is popped, and from the remaining 'areas' that the player is touching, a height is selected. But there are some moments when it does feel very hard to adjust the boundaries, so I've been considering alternatives.

Thanks for the feedback, and I'm glad that the character feels good to control! Aerial movement was the hardest part, especially when the player needed to switch directions.