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Big Brain Boys Games

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A member registered Jul 16, 2022 · View creator page →

Creator of

Recent community posts

Thank you for playing the game and giving feedback. I do agree it definitely needs some fine tuning even though I'm happy with it overall. The acceleration/speed feeling slow is something I thought about myself as well, its a bit hard to make it feel faster without making the dive feel insignificant. That's really how you're supposed to build up speed, so I'm not quite sure yet how to find a better balance. The idea with the moment was to build up and maintain speed so making the normal walking speed faster would make it less needed / impactful. Not quite sure yet.

I fully agree on the walljumps, even I have trouble doing consecutive walljumps in some areas. 

I kinda like the animation responsiveness, maybe an small automated transition, I think that's probably possible in godot. But I am switching animations via code so who knows, not majorly important imo. As long as the animations all read clearly the player will interpret their own transitions in their head.

As for the bouncy pads, I like em as they are now as in the beginning you can keep getting height but after 3 or so bounces you start losing it. I think I might increase the amount of bounces needed before it starts removing height or remove height less aggressively. But I think the bigger factor is that your jumps can very depending on how long you hold the jump button, which isn't clearly choreographed. In 2D mario games its really obvious because its easier to see from the side and the jumps are shorter, I tried to make an animation for it but couldn't come up with anything good that transitions nicely into the falling animation. If this is more clear I think the bouncy pad will feel a lot better as well.

I don't think a healthbar of any sorts is good for lava since then you can either move afterwords or it just takes longer to die and retry without being able to do anything like in 3D mario games with lava and no close by platforms. But a death animation would definitely be good, I remember one time during playtesting I was wondering for a second what killed me, that definitely shouldn't be happening.

Sry if the reply is a bit long, I thought either you or somebody else might find it interesting the thought process that go's into making decisions for this game. I appreciate the thought out feedback you gave me, thank you very much.

I'm thinking of making a bigger game out of this since I really like the movement, it only feels a bit slow and like its missing a few moves at the moment. I'll update this game once I get these and a few other things fixed

Its very cool seeing people play my game, never thought I would see a youtube video even.

the game was made with the idea in mind to keep it small and fast (even tho it took almost a year to develop xD), so its definitely a bit rough around the edges. As for how upgrades work, maybe I'll add it to the description how they work, but basically you can chose between a weapon and score +20%, weapons stack meaning if you click boomerang twice for example you'll get 2 boomerangs at once or half the time inbetween boomerang throw.

We debated adding an undo button but thought people would just brute force instead of really think their actions through, So we decided against it in the end.