Let me know your opinion of this little project of mine. This was never meant to be anything large, just a quick and fun way for me to express my excitement for Silksong.
This is a fan project in homage to the upcoming Hollow Knight Silksong 路 By
I've played the game alot up until this point and i've noticed two different "problems". These things might be really difficult to fix though because it's about the core movement of hornet.
Right now if you were to jump even a frame before hitting the ground the jump wouldn't input and you would just stay on the ground, this makes it pretty difficult to platform precisely. If you could make it so that if you hit the jump button a little bit before hitting the ground and the jump still registering it'd be awesome! most platformers do this. (ofcourse you'd have to keep holding the jump button down, if you press and release jump before hitting the ground then you shouldn't jump.)
I've also realised that there's quite a big cooldown on the dash whenever you walljump, it's almost an entire second long which is pretty annoying at times when you wanna climb a wall, and then once you're up it, dash. it ends up with the dash not registering at all.
platforming would be alot easier with these fixed, but it's completely understandable if you don't! as again, this is about the core movement.
EDIT: either way, this game is absolutely amazing! and i dont wanna take anything away from that statement, even with these "issues" the platforming is really fun, and the speedrun tech makes it even better! great work :]
Firstly, thank you very much for your feedback, it really helps me become a better game developer, as i am self-taught.
And I'll see what i can do to improve the platforming, to bring the most reasonable and enjoyable experience for everyone.
Anyways, I'm glad you're enjoying my game and I hope you have a nice day 馃槉
ofcourse man! you're a really good game dev for being self taught DAMN. it's really awesome seeing people giving feedback and pointing out bug glitches, and then seeing you fix them the same day, and adding new features based on what we just point out. It must be hard work and I respect you for it! keep up the great work
Thanks for the support.
So I made a new update, which registers the jump input a "little bit" before landing :D
Not too sure what the exact distance before landing should be, so let me know if the "little bit" is reasonable.
Also, I couldn't exactly replicate the big cooldown on the dash whenever you walljump, it always seems to have the same short cooldown. Maybe I'm not replicating the situation exactly.
EDIT: Wait did you mean after the ledge grab?
EDIT: ACTUALLY THIS IS COMPLETELY FIXED IN THE NEW UPDATE! JUST PLAYED, THE MOVEMENT IS MUCH BETTER NOW! :DDD
You know the beginning of the speedrun before doing the "double jump" tech, how i walljumped off of the first wall, and then turned around again to dash over it? when trying to do that i realised that if i pressed dash a bit too early, the dash wouldn't register. That was what i was trying to point out, there's a bit of a "cooldown" on the dash whenever you walljump, making jumps like the one in the beginning of my old speedrun a bit harder to pull off. I wanted the cooldown to atleast be a bit lowered (if possible ofc)
it wasn't a very big deal, just something small i noticed, sorry if i was unclear. The cooldown does also exist after ledge grabbing, making dashing a bit more difficult after any of those movements