Aye absolutely true.
I mostly wanted to light a fire under my own ass with the updates as a way to motivate myself to keep moving forward as to not dissapoint people. But after delaying a few times I noticed that it didn't work at all.
Dipsheet
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Ah yeah that's an issue i was aware of going in. The tutorial explicitly guides you to not use the weight loss abilitiy up untill the point you learn it. I need to either factor in some kind of thing to appear when you do accidentaly use it, or just lock the input untill you get to the room where you learn it.
As for zooming the screen out, I find that a tough balance. I want Cann taking up a lot of screen-space (by fat hehe) so you can properly appreciate the spritework. In any case though, as we're adding more user control support n such. Perhaps a slider to adjust zoom level is a good idea.
Thanks for the rest of the compliments, I'm glad all the hard work is appreciated hehe. I'll be uploading the tracks seperately to my soundcloud sometime soon, probly later today. https://soundcloud.com/the-dip-sheet
Excellently argued my good compeer, I'll be adding it! You give very valuable insights, I've considered it myself but I guess I was missing a piece to go ahead and make it so. Thanks for taking the time to write all this up! :)
And aye I noticed that one hehe, the funny part is how it only triggers when you're standing right next to it. I wonder where that lil bug can be used effectively, and how I can guide players to figure it out because most would assume to use the Weight Expel.
You can already do animation canceling, I was hoping players would find out on their own. You can jump directly after any kind of impact to cancel the anim and then input something else. I have considered allowing the bash to cancel aswell but I feel it's more rewarding that it comes with an extra input.
In regards to the 2nd point, button mapping is underway.
Thanks man!
Aye that "drift" is a holdover from an intended mechanic that I didn't have time to get working right. I think it only triggers when you're frame perfect with switching inputs, a way to force drift is by jumping just before you turn.
I wanna make it a proper feature for the next big update so I can build challenges around it.
Also thank you for sending your recordings!
Verily appreciated man :) i'm especially happy to hear the music is up to snuff cause I've really taken a liking to making it.
And aye I hear you on the controls, personally it works fine for me cause I'm used to it from the respective games I take inspiration from.
BUT!
There is something coming to alleviate those woes, a friend who's helping me with backend stuff wants to help set up a button layout system to let you do custom keybinds, and beyond that we wanna look into controller support cause it suits the game.
Hope this knowledge makes ya happy :)
And don't worry bout the recordings, there's plenty to go through
You gotta run back to the start as fast as you Cann.
I reckon I might but some extra info there as you're not the first person to be confused as to what to do next. There is a message when the timer pops up but that doesn't linger too long.
And hell yeah man happy to hear you've been with me for so long!
You can join the discord and send it in there or send it to my e-mail:
dip.sheet@outlook.com
If it's too large to send through mail then use wetransfer, and send it through there or as a link!
I reckon I'll make a little hotfix tommorow for that dreaded red box area just to add a note there. That's 3 counts already hehe
I have a friend helping me out with backend systems that will allow you to remap controls to specific buttons.
And considering how well a twin-stick control scheme suits this game overall I do wanna get into proper controller support down the line.
Sadly that's a bit of a way's away from now, but hope the knowledge that support is underway is pleasant :)
The toggled blocks are a bit janky atm aye, sorry I didn't have time to program in a little fix for when you get stuck.
Rushing through is intended, and the way back to the start is the same way you came. I will say this first demo is a little more challenging than a tutorial ought to be but that's mainly cause I didn't have time to seperate it into 2 levels that build off eachother.
I hope you'll try again if it ever strikes your fancy, and in any case look toward future updates. Feedback like this helps improve future versions!
heyo sorry for the delay, I saw this comment earlier but I never got back to responding.
A full proper version I can't earnestly give you a date for, I'm aiming to have something playable out the door ASAP and the big idea is to have a proper Early Access version that containing all of the game's core aspects around Oct 31st!
An update is unlikely considering the rotten foundation of the project's code.
A complete redo with better graphics is more likely since the project is 2 years old and I've improved over that time. Art-wise and dev-wise.
Don't hold on to it happening anytime soon however. I'm back in school and it's taking up most of my time, what I'm learning does help make development easier though so future prospects shine brighter than they did before.
I'm happy to hear that man, I never wanted to just leave this game high and dry.
The reception to this demo alone really drives me to wanna give something good in return. But I also need to be careful that I don't do too much at once. The sad reality is I haven't had time to ignite that spark I had while making this demo. Things are a lot busier now and have been since the past year. I'm constantly working on other game projects for my SFW portfolio so I can get into a higher school and focus on the art this time.
Here's hoping that once I actually get into that school things will be a little more stable for a while. But again it's hard to make promises on that front. The biggest thing I'm banking on now is that a stronger foundation for the game will make it easier to work on regularly even if only for a short period of time every day/week.
I'm very thankful that you understand and are still excited for the game. It does a lot for me to hear that. I sincerely hope I can give you the game you're hyped and hoping for.
Can't give any times, still really want to finish this project but a lot of things get in the way.
I think at this point it's more likely I'll rebuild the game from the ground up. Need a stronger foundation, the biggest thing keeping me away is how ramshackle the project is at the moment. And also my art has advanced in the time away from the project and I wouldn't mind giving Ghost Girl a graphical update.