itch.iohttp://itch.iohttps://itch.io/t/1963052/impressions-of-the-gameImpressions of the gamehttps://itch.io/t/1963052/impressions-of-the-gameMon, 28 Feb 2022 00:34:35 GMTMon, 28 Feb 2022 00:34:35 GMTMon, 28 Feb 2022 00:34:35 GMTI was pleasantly surprised to find out that your secret project was a 3D game, and I'm impressed. It's pretty fun! I really like the movement options of being able to double jump and then roll in the air. A suggestion I have to make the movement options even more dynamic is that it would be cool if each jump resets your roll. So you can roll to jump to roll to jump to roll. That would add even more depth to the movement options and lead to more challenging platforming opportunities. As for the jumping mechanics, it feels kind of hard to jump the same height consistently, especially since jumping right next to a wall lowers your jump height (took me a while to figure out that was the main reason my jumps were inconsistent.) I also noticed that you have to hold the space bar a long time to jump high enough to get over most obstacles, which felt a little unnatural to me.

 I thought the selfie feature with Alley was pretty clever, it made me laugh.  Would be interesting in seeing more ways that the synergy of Pumk and Alley could lead to unique gameplay. For example, maybe if you grab Alley and throw her down below you it could give you an extra jump. Or Alley's camera could have a flash that could stun enemies for a second if they are looking in the direction of the camera. I haven't read Bail Jape yet so forgive me if my suggestions don't fit the themes of the characters.

Some other notes: I wish you could move the camera higher above because sometimes you cannot see fairy bits that are above you. Also, I'm sure you would like to know information about how many fairy bits each player collects, so I can tell you I played for almost an hour an collected around 230. I have no idea how to get these fairy bits on a platform near the starting area. I usually am not the type of person to collect everything in 3d platformers and am satisfied with casually exploring the level so I'm going to call it there.

All in all, great demo, and I'm looking forward to the future of this project!

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https://itch.io/t/1956080/impressive-and-very-promisingImpressive and very promisinghttps://itch.io/t/1956080/impressive-and-very-promisingSat, 26 Feb 2022 02:00:46 GMTSat, 26 Feb 2022 02:00:46 GMTSat, 26 Feb 2022 02:00:46 GMTLong time PCP fan, recent Bail Jape fan. Had no idea something of this scale and quality was in the works. Fun vidya that I played to completion (the fairy bits above the first brambles had me stumped for about half my playtime). Very charming with nice little touches (Alley's rolling animation, phone stuff, etc.). Idle animations are a must for Pumk in future. Occasionally got stuck on level geometry mid jump but since re-spawning doesn't lose progress it wasn't as frustrating as it might have been. Can't wait to play the full game. 

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https://itch.io/t/1953768/some-feedbackSome feedbackhttps://itch.io/t/1953768/some-feedbackThu, 24 Feb 2022 21:08:46 GMTThu, 24 Feb 2022 21:08:46 GMTThu, 24 Feb 2022 21:08:46 GMTJust finished playing, though I didn't quite complete it - stuck on 248 purple things (what are they called anyway?). In general I like it a lot, I can definitely see the PS2 platformer inspirations! Here's some feedback.

-Breathing fire on things made me think of Spyro on PS1, which I played to death when I was a kid. They way the purple things are distributed in the level also remind me of the gems, with most being easy to pick up and some being trickier. In general, those work really well to get you to look around and fully explore the level and the mechanics. With Spyro on my mind I did miss the old l1+l2+r1+r2 trick to find the closest one, though I guess I did see them all in the end anyway. A small touch I think would work well is if they start vibrating slightly when you're close but not quite in pickup radius, otherwise they are great.

-The jumping. It works alright, but when it's the central mechanic it should be great. It's a bit too slow and floaty. When I jump I want there to be a proper upwards movement immediately, with the longer/double jump being a bit of an extra boost once I'm already in the air. As it is now, tapping the jump button makes a jump so small that it wouldn't accomplish anything and is pretty unsatisfying. I have to hold down the jump button for a long jump every time, which makes it pretty pointless. The hold for longer should be a small bonus to a normal jump, not mandatory every time. The double jump has similar problems, but to a lesser extent.

-Alternatively, make the jump smaller and let us grab ledges. Since every jump is towards a platform it would work out the same difficulty-wise. It's very satisfying to just barely make a jump, grab the ledge and pull yourself up. Now you instead have the experience where your knees hits the ledge and that means you fail. It works in Spyro because he doesn't have arms and in Mario because he's so short, but Pumk is basically human-shaped so you expect her to have more human movements - like Jak.

-Pressing Y on the signs instead of A felt really strange. It's not inherently wrong, it's just different from how every other game does it. I guess you might not want to block the player from jumping because it would start reading the sign, but I feel you could get around that with the level design. 

-The signs themselves were good though. Maybe a little too many, but they're funny so it's fine.

-I like breathing fire on a checkpoint to activate it, you get a feeling of progress. But it's annoying when you're running around the level for collectibles, fall to your death and respawn at the opposite end of the map. How about if you light up a checkpoint to activate it, and when you die you go to the closest lit fire?

-The camera prevented me from looking up as much as I would have liked. By itself that would have been fine, but sometimes I would have to back away so I can see collectibles that were above me. 

-Pumk looks really cool. The design is good, and the model works very well. Even little details, like that her head has a fire and so it glows and so you can sort of see where you are when you're in a bush. Also good animations. No criticism here, it's just great.

-I like how you can throw Alley at enemies and obstacles, but it's never necessary because there's always a rock nearby. I feels like a mini-moral choice, except mostly silly since Alley feels indestructible anyway. 

-Speaking of Alley, I like what she's about as well. First time you control her it's slow and plodding, but that's actually good - it feels like the movement matches the character, and you don't actually need more in her areas. Only two suggestions is that selfie cam is slightly more zoomed out so you can see a bit more of the background (screen should still be 80% Alley though)  and that when she teleports in it happens off-camera. It's a bit jarring now.

Finally, not a criticism but how do I get the last purplies? I know where they are, it's on top of the rocks where you burn your first bushes, just before the first checkpoint. They're up on the right, but how do I get up there? I've tried everything, I've spent more time on this than the rest of the game combined and I feel like a pirate with a steering wheel in his pants - it's driving me nuts!

Anyway, can't wait to see what comes next.

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https://itch.io/t/1951054/demo-reviewDemo reviewhttps://itch.io/t/1951054/demo-reviewWed, 23 Feb 2022 11:46:05 GMTWed, 23 Feb 2022 11:46:05 GMTWed, 23 Feb 2022 11:46:05 GMTJust finished playing through it, and got all the collectables, thought I'd share my general thoughts.

Firstly, this is awesome! So incredibly cool to see Pumk and Alley in 3D, and the models are top notch! Seriously can't wait for this to be finished.

I'll get my issues out of the way first. Most of them are technical, and I imagine most of them will be fixed once the game is closer to being finished, but thought I'd point them out anyway.

- I love the Jak and Daxter inspiration when it comes to double jumping, needing to time your presses to get maximum height instead of just mashing the jump button. However, the jumps feel a bit clunky. Having to hold the jump button to get more height sounds fine, but you have to hold it a little too long to get to maximum height, and I think the max height is a little too high if there's a double jump. I also think just tapping the jump button gives way too little height, so it often feels like you're wrestling with the jump controls, making sure to firmly hold down the jump button long enough. I also don't think it's necessary to need to hold the jump button on the double jump, a simple tap would feel much better. The jumps feel a little floaty as a result of this, it feels like Pump stays in the air a little too long. The initial jump's animation is a bit jittery as well, like 2 animations where put together without enough frames in between. The double jump doesn't have this problem, so I imagine it'd be an easy fix. I don't mean to rant too much on the jumps, but I feel they're often the most difficult yet most important part of a platformer to get right. The potential is definitely there, just getting the right feel is essential.

- Similar to the jumps, the dash move can also be a bit wonky at times, specifically when holding the jump button at the end of the roll. The momentum comes to a crawl, and the height gained is minimal. Not entirely sure what the intention for this move is, if it's like the roll jump in Jak, where pressing the jump at the end of the move gives Jak a ton of height, or if it's meant to be chained together with more jumps and rolls. Either way, it feels quite sluggish to use, at the moment. I initially thought it was an issue with the dash move itself, but I realised afterwards it was because of holding the jump button.

- It's pretty easy to get out of bounds at the moment. Throwing Alley Oop somewhere, then switching before she hits the death plane lets you walk beneath it in some spots. Some areas will teleport you back to Pump no problem, but there were big patches where I was able to walk under the death plane for quite a while.

- Speaking of, it's also quite easy to scale a lot of the walls and get out of bounds. I imagine just applying the sliding effect on most walls would fix this issue, because as it is, it's a bit inconsistent which walls make you slide.

- Alley's running speed is a bit too slow. I get it's supposed to be, but it feels a little too sluggish at the moment. Just a small increase in speed would make it feel better.

- (I might just be dumb, so ignore this one if this is the case). Trying to get the collectables on the bridge at the very start felt super unintuitive. I went through the bridge, and went to the right, and saw 2 platforms leading up to the top. But the first platform was too high to jump onto, so I jumped on a rock around the corner, used the dash move to get onto the first platform, and went from there. Not sure if this was intentional, but this specific platforming challenge didn't feel finished.

- I do love the look it's going for, but it can be a tad dark. Increasing the overall brightness a smidge, or just having a brightness option would be nice.

- Not sure if this level is going to be in the final game, or it's just a test area, but it feels a little too big and empty for its own good. When it comes to open 3D platformers, something very important for level design is being able to tell at a glance which way you're meant to progress, and which paths are quick and optional. This obviously isn't a hard rule, but there was a few times where I wasn't sure which way was the proper way, and where I could explore freely before progressing. The vast empty rooms don't help with this, but I imagine more platforming puzzles and enemy encounters will fill up these levels once finished. (A bit hard to explain my point without giving specific examples, apologies!)

- I played with a DS4 controller, and there were a few instances when reading the instructions where the R1 sprites weren't loading, instead there was some code-y text referencing the R1 button. I'm sure it's a simple fix!


I think that's all the issues I've got, so let me gush about it now!

It looks absolutely fantastic! I love the art direction, I love how dark and gloomy it is, and I love how blocky the environments are, very PS2 like! The particle effects are also incredibly pretty. The collectables look amazing, and are really satisfying to pick up with that cool pick up animation. I have to say it again, Pumk and Alley look incredible! Really awesome to finally see them in 3D, especially since I missed out on getting one of those Pumk plushes :(

Being able to play as Alley is also so cool. I can already imagine some awesome environmental puzzles using the two of them. 

The hidden collectables are also super cool, really had my head scratching for a while trying to find the last ones. Also, being able to throw Alley into ones far off in the distance is such an awesome mechanic, and is funny as hell. Her animations when being thrown are so cute!

Encountering the one enemy in the demo had me stuck trying to figure out how to beat it, but once I figured it out, I thought it was a really cool designed fight. More puzzle like fights like this throughout the game would be a welcome addition, instead of just flaming enemies that run towards you without thought.

The sound design is good, if a bit simplistic, though I think it adds to the charm. The music is super cool, I can't wait to hear more of it!

Aside from a few animation hiccups I mentioned earlier, the animation as a whole is really well done. The flame effects when burning stuff looks super cool. My only nitpick is I think Pumk's face should change when doing her flame attack, maybe open her mouth with a more angry face or something?

Also, the title screen is really cool, really love the vibe and just how good it looks when starting up.


If there's anything I forgot to mention (which I probably did) I likely enjoyed it. This is a super good start to the project, and I'm really excited to see the final product. The story has me super excited as well, I can tell it's gonna be a fun time! Awesome job to everyone involved! Also, I took a picture of the lizard on the rock, do I get an award???

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https://itch.io/t/1950362/got-em-allGot 'em all!https://itch.io/t/1950362/got-em-allWed, 23 Feb 2022 01:07:28 GMTWed, 23 Feb 2022 01:07:28 GMTWed, 23 Feb 2022 01:07:28 GMTPretty good, kept getting stuck on certain rocks or mushroom platforms, and CTRL for dodge is too far for me to reach, but it's challenging and fair, great signposting

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https://itch.io/t/1951232/funky-gameFunky Gamehttps://itch.io/t/1951232/funky-gameWed, 23 Feb 2022 14:33:05 GMTWed, 23 Feb 2022 14:33:05 GMTWed, 23 Feb 2022 14:33:05 GMTFirst off - I love the concept and theres definitely something here.
I played through the whole thing, got 250 shiny thingos and photographed 2 lizeeeerds.

And it's pretty fun on a basic level. The Level design is still a bit confusing (everything looks the same, few landmarks), but that's not really a big issue at this stage. Rolling is great and one of those movement options that becomes more fun the more you realize how you can use it.
Love the Alley throwing ability - essential part of a balanced breakfast.

But - there's clearly some issues here. The Jump being the main one.

The jump arc is..... funky. If you keep the button pressed, Pumk will jump and then suddenly snap into the falling animation while you are still ascending - this does not feel good. If you tap the jump button, Pumk will immediately stop ascending and start falling - again this does not feel good. There should at least be a small arc after you release the button - a bit of leftover vertical momentum. I get what you were trying to do there - precise movement control and all that, but sometimes you just have to take a step back and accept a compromise - this would be one such moment.

Now a smoler thing, Alley feels bad to play as - which is ok bcus you dont do it a lot - but it would be benefitial to add some more moves to her arsenal like a roll or a tiny useless jump - that would contribute a lot to gamefeel I think.

Also the tutorial signs were broken when I played - windows version. format: "Missing Sign - Missing:  sign_name_here"

But yeah funky gambe, interested to see where it goes from here.

7/10 it's no run away from snakes

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