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(+1)

Thanks for the awesome feedback!!

Lack of wall-stickiness - noted! Actually how you adjusted to more of a wall-hop makes sense, that's kinda how I've been playing it in testing. I was trying to strike a balance between feeling TOO sticky like Spiderman (basically locking the player to forward and backward movement with zero gravity when wall-running) and too heavy/slippery. I chose to halve gravity and shorten the time, but I agree I could definitely polish it up!

Haha yes the wall-gun, herein lies the problem of not having time for playtesters! 😅
Exactly how you've suggested, an animation, or maybe a video/ghost, is probably the route I'll take. I'm not surprised it doesn't automatically make sense, it's a complicated maneuver that I came up with accidentally. With the current setup, like you discovered you kinda have to flick the camera around to make it work. If you check out my trailer I show a clip of the way I ended up doing it https://youtu.be/JHCqTNSD1w4

I've tried to think of a way to not just spawn the wall perpendicularly in front of the player, maybe angle it away so it encourages forward movement, but the problem I have with that is which angle do I choose? If I alternate between spawned ahead, slightly to the left, and angled away - and the next wall is the opposite - how do I not run into the problem of the player getting the wrong wall in the moment because they were just hopping from a wall that's part of the level?
I could also increase the size of the spawned wall quite a bit and make it last longer, giving the player an easier chance to jump to it.
Honestly I could just assign a left-angled wall to Left Mouse Button and a right wall to RMB... I just thought of this now, maybe I'll try that!
I'm still working on ideas! 😁

Again thank you for the detailed feedback!! Thanks for taking the time to play!