Neat controls! A bit steep learning curve for me but once I got used to it it was kinda nice. Nice shadow effects and particles. Also, cute cat! Good job! :3c
This game is really fun to play! The controls work really well, but the wall jump is maybe a bit finicky... Art and Audio are really good too! Great job.
Nice work, the torch checkpoint mechanic was a great idea! I did find the start of the second level a little unforgiving, with the tight water jumps and the spike that kept trapping me. Great game though, the graphics were nice too.
Nice game, the wall of text at the start was a bit hard to read, and the wall jumping needs some work to make it a little more "sticky", but otherwise a really good game with a mechanic that fits the theme perfectly.
Super enjoyable for me. I imagine only a small portion of your LD audience is actually going to be able to deeply understand the physics of your game to the point where they can complete every level.
Some tips for the rest of you:
- I think you can only walljump after the apex of your jump - After a walljump there is a cooldown before you can walljump on the same wall / same direction - Walljumping and then holding into the wall doesn't really result in any gained height, however if you walljump, then switch to holding AWAY from the wall, then switch back to holding into the wall again, you can gain height (only once).
Buffering walljumps seemed a little unnecessary, I think a short timing window is appropriate but buffering the jump seems a little weird. I think the main thing about the walljump that could be made easier is having the walljump check persist for a few frames so that you can walljump while pressing away from a wall. Makes execution a little easier I think without taking away from anything (?)
The level design in general was fairly enjoyable, I enjoyed figuring out the walljump mechanics and how to best use them. The torch idea is great, it forces you to optimize your execution for each section which I quite liked.
I think for most audiences, it would be better to have "death" restart you at the last torch rather than at the beginning of the level. I guess that would take away somewhat from the whole mechanic of "re-lighting" your torch, but I think gamers are generally used to checkpoints being a little more forgiving than this.
Probably the number one thing that tripped me up was the behavior of the spikes, the "knockback" felt very unpredictable. I almost want to say that instant-death spikes would have felt "better" even though technically they're not as punishing. I think mixing precision jumping with unpredictable physics-based knockback just felt very weird. Perhaps a megaman-like fixed-distance knockback would work well? Not sure...
@ddrkirbyisq Thank you very much for the detailed feedback! I'm definitely going to revisit the coyote time system, spike knockback, and exact walljumping air control logic once the jam is over. I might tweak the ruleset too, it depends on how I feel when the time comes. The current ruleset seems like a good difficulty ceiling, but maybe some of the assist mode features should be on by default. Either way, I'm always happy to see people clear platformers.
really good work here, and glad to see another GODOT game :) -- the wall jumping was a little off for me, or just different from other games so that was challenging for me. overall good game here.
Comments22
Nice pixel, fancy music and pretty cool lighting effects.
Some tips for the rest of you:
- I think you can only walljump after the apex of your jump
- After a walljump there is a cooldown before you can walljump on the same wall / same direction
- Walljumping and then holding into the wall doesn't really result in any gained height, however if you walljump, then switch to holding AWAY from the wall, then switch back to holding into the wall again, you can gain height (only once).
Buffering walljumps seemed a little unnecessary, I think a short timing window is appropriate but buffering the jump seems a little weird. I think the main thing about the walljump that could be made easier is having the walljump check persist for a few frames so that you can walljump while pressing away from a wall. Makes execution a little easier I think without taking away from anything (?)
The level design in general was fairly enjoyable, I enjoyed figuring out the walljump mechanics and how to best use them. The torch idea is great, it forces you to optimize your execution for each section which I quite liked.
I think for most audiences, it would be better to have "death" restart you at the last torch rather than at the beginning of the level. I guess that would take away somewhat from the whole mechanic of "re-lighting" your torch, but I think gamers are generally used to checkpoints being a little more forgiving than this.
Probably the number one thing that tripped me up was the behavior of the spikes, the "knockback" felt very unpredictable. I almost want to say that instant-death spikes would have felt "better" even though technically they're not as punishing. I think mixing precision jumping with unpredictable physics-based knockback just felt very weird. Perhaps a megaman-like fixed-distance knockback would work well? Not sure...
Anyways, thanks for giving me a good challenge :)