Gracias. Haré todo lo posible para optimizar el rendimiento del software, pero no puedo garantizar que funcione en todos los PC.
Delicious Orange
Creator of
Recent community posts
I don't think either of those are the issue as much as simply the controls needing to allow for more player expression. At the moment it feels like the only real way to express skill is through the timing of the double jump, which can work, but due to the fixed jump height and jump arcs often just feels like the game isn't as responsive as it should be. I feel like it's probably just my personal preference and it's likely not the right call for the type of game you're making, but going back to the example of things like JK and GOI they both allow for an incredible amount of player expressiveness in setting up the jumps even if you're the mercy of physics once you are in the air.
There is also the other factor of the game properly recognizing collision, often if I hit the corner of a ledge the game would get stuck in a falling animation where I couldn't move, grab the ledge, or jump off the wall; but if I let go of the movement command I would then get locked into a freefall and just have to eat the lost progress rather than simply grabbing the ledge below like normal.
A lot of it just had to do with the fixed jump arcs, though the static screen-based camera with sharp cuts when moving between screens definitely doesn't help either since it makes jumping to the next screen a gamble until you've memorized where everything is in the void above/below you. Overall it just feels very clunky to control, which is something I just don't enjoy. JK managed to overcome a similar high commitment control scheme by having an extremely granular charge-jump and very appealing characters, but I think overall these types of games just don't appeal to me as much as other people seem to enjoy them.
I understand there's an appeal to these sorts of super high-commitment platforming controls, but it's definitely not an appeal I appreciate. This doesn't really capture the appeal of Jump King or Getting Over It for me, since both allow for much more user friendly controls in a much more charming atmosphere. There's definitely a kernel of that type of game in here, but I don't feel like it's going to be one I'd want to endure these controls for.
Thanks for trying the game out! I understand why it may be disappointing to not get exactly what you were expecting, but I'm had a good time regardless. Plus I'm sure you'll enjoy the sexiness that's in store for the future, even it's *not* NSFW content I still think there's room for appealing and attractive characters in SFW titles.
If I was going to make a suggestion, I would say to remove the damage from picking up the bullet entirely, but make the bullet impart (some of) its momentum onto the player when they pick it up and only apply damage if that momentum forces them into a wall/enemy.
I never encountered a situation where a bullet, fully charged or not, dealt more than one damage, which given how many hits the enemies take and how much longer it takes to safely recover a charged bullet over an uncharged one; made it much easier to use uncharged bullets over charged bullets.
The core issue I had with recovering the bullet was that:
- it seemed to take way too long for the bullet to lose its "hot" status.
- picking it up early didn't communicate that I was losing health, so I thought there was a "trick" to picking up earlier, such as approaching it from behind or from the side. This resulted in the bullet sometimes getting picked up without incident and sometimes it would just mysteriously kill me (though I imagine all these scenarios I was just losing health without realizing the health loss scaled with the bullet's "heat").
A very fun concept, though it has a few key mechanics that feel inconsistent.
- the bullet seems to bounce at odd angles; sometimes reflecting off surfaces, but other times turning unexpectedly.
- it feels like I should be able to pick up the bullet while it's still moving. Initially I thought this simply required me to approach the bullet from the side/back, but that only seemed to work about 50% of the time. In terms of fun factor the bullet having such a long cooldown and the enemies being so durable really slows down the game to a slog.
There's definitely a fun game underneath this core hook, but the mechanics currently feel like they are fighting the fun rather than embracing it.
A solid core concept. It's just in desperate need of more juice. It's also unclear what exactly causes a ball to stop bouncing, whether it's the number of bounces, the number times it strikes certain surfaces, or some other factor. It seemed inconsistent about what would trigger the ball to "die" and what would keep it alive.
An interesting demake idea. It has some notable issues with conveying the number of pikmin you have access to. It also has some fairly major bugs with the onion interface. I softlocked the game by opening the onion's menu and attempting to take out pikmin when I already had all of them. The game then returned to the overworld with zero pikmin available and I had to restart.