Thank you so much for playing! I am watching you play, and I notice you are JUST hitting 60fps. What are your specs, by the way? I would like to know as that means you kind of have like bare minimum requirements.
OshMakesGames
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This is absolutely kickass. Once I actually grasped what I was doing, it was really fun to just move around.
Hopefully I'm not stupid and I missed it, but I don't think there is a way to skip the very long beginning cut scene. If there is no way currently, please consider adding one. It's not a bad cutscene but it was very long when I just wanted to demo the movement and combat.
Great work! Keep it up!
Thank you for playing my game!
1) Oh? I'll have to look at that.
2) Does pausing during a "Goal Get" animation cause an issue?
3) I know. I'm working on it. Sorry
4) It does remove a certain amount of Horizontal momentum (15% of it) and if you hold in the jump button upon landing, you bounce back up, but if you don't, you land on your butt. I'll see if I can manage to get a good balance.
5) The collision in my game has been a struggle from day 1. I apologize. Thank you for noting that, I'll try to tighten it up.
6) You're not the first person to suggest getting inspiration from Dream Team. When making my second original level, I'll look toward that game for inspiration.
So, I am absolutely horrible at your game and I keep dying, lol. That said, I don't feel it's your fault, I am just bad at this type of game, but there are several reasons I kept retrying. I had a lot of fun. The game is gorgeous, and you're REALLY nailing the style you're going for. Given how early in development I know you are, it seems like you've hit a level of polish really early on that is impressive.
I look forward to more from your game.
I played a bit of this, and it's really good! I wish the attacks came out quicker, but I feel that's a "Me" thing and just personal preference. I like that Run doesn't drain your stamina, it just doesn't allow you to recover stamina. I'm not a huge "Material crafting" guy, but again, just personal preference. What I played was fun, and the combat was great. When I died, I felt it was my fault, never the game's fault. The graphical style is really great as well, but the music is what sets this game apart. I loved it, and it really felt like an island adventure.
Other than the speed with which attacks come out, no notes. Great game!
I've been seeing you post progress in the /v/ threads, and I've been looking forward to playing this. Wow, honestly, for a DD Demo, the game was incredible. The movement and general art aesthetic was like a lost 32X game. The combat is really neat, using a combination of bullets and melee. I look forward to more.
First off, thank you for taking the time to give such a thorough and insightful review, TintoDev. You make very good points.
-I am glad you were okay with the Guided Cam. I have gotten a lot of complaints on it, which i have worked on, so for someone to say it's okay is a complement ha ha.
-So, I feel like the issue with the swim controls thing is that I equate that dolphin swim with a run, meaning if you were holding run, it would just dolphin swim. So, to fix your issue that bothered other people as well, I change the dolphin swim to the Dash button, instead of run. I tested it, and it feels much more intuitive to control, especially when you get in and out of the water.
-I plan on making a tutorial level. See the signs I have at the beginning telling you to go up the wall? I didn't have those in the original Demo, so several people didn't go up the wall and quit after not getting anywhere in the game. You're right in that it might not be intuitive at first, but I think that it becomes second nature after the initial two walls, because it's the point of the game, you know? It's more "Fast Mario who can run up walls" than it is "Sonic", at least in level design.
-"Send enemies flying when they die" That does sound better. I'll probably implement this.
-You're not the first person to complain about specifically the ledge grabbing. I'll work on it.
-I'm glad you had fun! Also, the lava section's music is my favorite as well. I thought the guitar/harmonica was a weird combo with the lava, but it worked.
I will try to implement some of the changes you suggest. Thanks!
It means a lot to me for you to comment on the level design. It's all I've been working on the last couple months, so it's nice to hear my hard work has paid off.
You got 100% because I messed up and made two of the goals have the same ID, so getting one deletes the other lol. Oops.
I believe the gameplay styles I am trying to merge are at odds, here, as the momentum based gameplay I am trying to make seems to be fighting with the traditional platforming. It's a real balancing act. I think the right solution here is that I've made it so that the Bounce pads now stop your forward momentum. This will help a lot because at 0 "forward" speed, you have instant turning radius, and you accelerate quite quickly, so it won't kill your gameplay too much.
I will work on adding Coyote Time. It's difficult with how I programmed the game, but I will try.
Thanks for playing my game, Mel!
It's good you found those. It's my fault for not explicitly stating it, but the central gimmick of the game is the you can run up slopes and walls. The wall next to the bounce goal can be ran up, which brings you to the rest of the stage. I thought the level design led to that, but sadly you are now the second person of two who was confused by that, which is my fault.
I played the demo, and I have to say, you really nailed the movement. I really like how Mel controls. I am not a fan of the CHOMP sound effect for collecting the bones, as I feel it's very abrasive. Also, if possible, please make Mel slow down or give some sort of better player feedback when Mel is clawing at he wall (signifying you can do a wall jump). All in all, though, this is a very solid platformer. I would definitely play a full version of this.
The feeling of speed in this game is really great. The spindash feels off in some way, but it was fun to play around with, going off ramps. I don't much like the camera following you on loops, purely because of visuals, but it absolutely helps you, the creator, create proper and accurate loops and all, so you could definitely do cool level designs with that.
Really great player movement so far!
