Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Alexandre Marcati

15
Posts
2
Topics
4
Followers
8
Following
A member registered Jul 07, 2021 · View creator page →

Creator of

Recent community posts

Very nice demo! Loved how you did the jetpack mechanics.
I have a demo that also has 3D platforming and jetpack mechanics, but with very different playstyle, would love to hear what you think if you have the time to test it.

I uploaded a new update for this game, with lots of improvements.

The controls feel great and it also looks great.


I noticed that if you stand on a slope the character is tilted according to the slope angle, but if you stand sideways on the slope the angle is wrong.

I agree with the wall jump thing, also had the issue where I accidently jumped off wall when I was trying to jump up the steps.

(1 edit)

I love the character style and animations, it's very appealing! And really liked the mario-style platforms and obstacles. I think the movement feels very nice. Personally, I think the character walking speed could be a little faster, and I would prefer if the gliding was triggered only by holding the jump button down (or pressing it again in mid-air and holding it), instead of having a separate button that toggles the gliding on/off. I would also increase the air control. Of course, all these things are subjective and depend on personal taste.

I found a bug in the cave camera mechanics: when you enter the cave, the camera goes to the fixed position, which is great, but if then you move the mouse, the controls will get out of whack (the mouse is probably still affecting the controller rotation, so even though the camera is still, the controller direction is rotating, so the direction of the movement input also rotates).

Overall I really liked it. Looking forward to see how the game develops.

Also I would really appreciate if you could check out my game prototype and give some feedback!
https://alemarcati.itch.io/jetman-game-prototype

Also, I would really like if you checked out the demo of my game "Jetman World" (working title) and gave me some feedback.

(1 edit)

I really like the art style and I think this has a lot of potential. But the demo is still very raw, it needs some more work, even for a demo. So here are some things I think could be improved:

- When you jump you have horizontal momentum, which means you keep moving horizontally until you land again. This is realistic but it's not very good for a platformer because it gives the player less control over where the character will land. My suggestion is to add some horizontal drag when the character is in the air, so if you stop pushing the stick forward the character loses horizontal velocity, making it easier for the player to make small adjustments while in the air. Try playing some 3D platformers like mario odyssey, yooka-laylee or crash bandicoot 4 and pay close attention to what happens when you jump and stop holding the stick forward while in mid-air. The character doesn't have as much momentum (in games that require high precision platforming the character has no momentum whatsoever).

- The character has no shadow, so there's no reference on the ground as to where the character will land when you are jumping. In a 3D game it's important to have some reference. Mario 3D games, for example, have a little round shadow that's always directly underneath mario. It's not an actual shadow projected by a light, it's 'fake', but it serves the purpose of letting the player aways know where the character is in the 3D environment. EDIT: I checked the demo again and realized that the character does have a shadow, however it's an actual shadow cast by the sun, and the sun is at a very low angle, so most of the level is in the shade and you can't see the character's shadow. But even when you can see it, the fact that it's at a low angle makes it not helpful for the player to get a reference of where the character is in the 3D environment when jumping. 

- I found it confusing that there was wireframe cube with an arrow right at the beginning of the level that launched me up. It didn't even launch me in the direction of the arrow (it's horizontal), it launched me upwards. To make it worse, there were trees around, so when it launched me up the leaves of the trees completely blocked my vision for a few moments. It was very confusing and felt unnecessary.

- There's a hole with a black bottom with some platforms over it. I fell in the hole and thought it would kill me but it didn't, I just got stuck in the hole and had to quit the game.

- The video you posted seemed to have more content, like enemies and more levels (or at least other parts of the level) but I after getting 3 stars I couldn't find any way to make progress.

- I like that you have a double jump, but I think the second jump could have a slightly different animation, like a spin, or a flip. Also, since she is some kind of witch or sourcerer, there could be some FX implying that she uses magic to be able to double jump.

- And of course there are some things that are still in very early stages, like moves that have no animation (like the pound and the dash). 

I hope you find some of this feedback helpful. I think this can be a really good game and I look forward to see how it evolves.

Cool!

It's a fun little game! I only have one suggestion: add a little shadow under the frog, enemies and coins, so that it's easier to know where things are in the 3D environment.

I understand! Keep it up, I think it's gonna be great!

I think this is a promising project. I only played a few minutes but I can see the potential. The art looks very cute, I like it. Movement could be improved to feel more responsive and controls could be better explained (I picked up a bow but couldn't figure out how to change from sword do bow, for exemple). Will the game have an upgrade system? Like getting more stamina and more HP, increasing movement speed, attack strength, jump height, etc. That would be nice.
Keep it up, I think this can become a very fun game down the line.

Update v0.4.3

Now Jetman has a pistol so he doesn't have to rely only on his fists to defend himself. That and a few other little updates.

Gameplay trailer: 

Say hello to Jetman's new little friend:


 Download it for free here: https://alemarcati.itch.io/jetman-game-prototype

Looks very fun! Will definetely try it out!

(1 edit)

Update! v0.4.3

Now Jetman has a pistol so he doesn't have to rely only on his fists to defend himself.
That and a few other little updates.

Gameplay trailer:

Say hello to Jetman's new little friend:


Download it for free here: https://alemarcati.itch.io/jetman-game-prototype



I started this little game prototype as a learning project. I'm a 3D and 2D artist/animator with no programming background that loves games and always wanted to make one, so I decided to learn Unreal Engine. 

Inspired by games that I loved as a child and still love as a grown up, such as Mario 64 (and all the 3D Mario franchise), Banjo-Kazooie, Crash Bandicoot, the 3D Sonic games and many others, I started making this little collectathon-style 3D platformer. I also always liked the idea of being able to fly around freely, so I threw that in too. I'm still working on this project and would love to hear some feedback from players. You can download it for free. If you do, make sure to let me know what you liked and what you didn't like about it!

Here is the itch.io page:
Jetman World [prototype]

Thanks!