Have you considered doing an expanded version of this game? I can see the potential for adding new mechanics and concepts that build on the foundation that already exists.
Belyaev's-Fox
Recent community posts
I managed to play the game on my TV through Steam Link, and I have to say it was a fun experience to enjoy from the comfort of my bed. I think co-op would be a lot of fun with a friend while playing on the big screen.
On another note, could you add rumble/haptic feedback in the next update? I think it would make the action feel more immersive and satisfying.
Using an arcade controller isn't too different from a gamepad aside from the lack of twin stick controls, so there isn't anything to worry about for this game.
Anyways, have you thought about doing linear platforming stages in the style of Metal Slug or Sonic? It would allow for interesting challenges like speed or no-damage runs to add more depth to the game mechanics. The paths could go up, down, left, right, or anything between for varied stage design. You can look up GMTK on YouTube if you want more inspiration.
Here are the settings I came with for my character movement:
Running
Acceleration & Deceleration: 70
Max Speed: 15
Turn Speed: 70
Instant Movement: Off
Jumping
Jump Height: 5
Down Gravity: 1
Duration: 3
Air Acceleration, Control, & Brake: 50
Double Jump: Off
Variable Height: On
Jump Cutoff: 3
Camera
Zoom: 9
X and Y Dampening: 0.1
Lookahead: 0.1
Ignore Jumps: Off
Assists
Coyote Time & Jump Buffer: 0
Terminal Velocity: 20
Rounded Corners: On
Juice
Particles
*Run & Jump: 1
*Land: 5
Squash and Stretch
*Jump & Land: 1
Trail: 0.1
Lean
*Angle: 3
*Speed: 20
Sound Effects
*Jump & Land: On
I want to hear your thoughts on how my character controls work, so feel free to give your critique.
I had a lot of fun getting to directly toy with video game physics in this miniature experiment of yours. There's a lot of potential here to expand on what this demo already offers, so I have some ideas of my own to offer.
1. Give more advanced movement mechanics to work with, such as air dashes, ledge grabs, ground slides, jet boots, and more.
2. More movement presets from games that you covered before, as well as some suggestions of my own like the Fancy Pants Adventure series, Phoenotopia: Awakening, AdventNEON, and UNITRES Dreams.
3. A level editor that allows sloped and curved geometry in addition to regular flat surfaces for more level design possibilities.
4. Physics based objects like crates and ropes that the character can interact with.
5. Variable movement speed with the analog stick to allow for subtle adjustments when doing tight platforming challenges.
I'm sure that more concepts can be offered, but this is sufficient enough for me. I look forward to this neat gadget being the Mario Maker of indie games. Perhaps you can even upload it to Newgrounds if the site interests you.