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This is really fantastic. I had fun playing. The game looks great and all the visual polish really comes together. Feels great to hit stuff. Few thoughts
The movement mechanics and feel are very good, but I think they could be tightened up and improved in a few areas.
Anyway, overall this project has massive potential. Keep it up.
Hey wow, thanks for the feedback, this is really good!!! I'm glad you enjoyed playing!
And super thanks for this movement feedback, we probably tweak it every day
Anyway, thanks for all the feedback! I'll try to leave you some feedback too, someone had mentioned that our game was a clone of yours, so I've had your tumblr open for a few days now lol. Again, this is some great feedback!
I couldn't get my controller working. It's a knockoff USB SNES style jobby. I will try with a PS/XB controller later. Really want to try this game with one.
I also forgot to mention one thing in the movement section. A grace period after you fall off a ledge in which you can jump is very, very nice. Players often try to hit the jump button right before they jump off a ledge, but hit it right after. A window in which the jump still works is really useful. Mario invented this way back when, and is a gold standard technique for platformers now. Eliminates so many frustrating moments.
Hmm, the controller thing could just be Gamemaker being trash, I'm using a Gamespot 360 controller and it just works. I'll make another controller pass sometime and fix whatever bugs are left.
Good tip! I'll put it on the TODO list!
Thanks again for this feedback dude! I've been kinda busy past couple of days, but I'll try and leave you some feedback tonight.
Pitfall Harry Abuses Animals seems a lot less jank and a lot better flowing since last time I played it (dd12 or so?), but other than some Tonami bumper tier breakbeat music for the tutorial and the removal of the dos prompt (rip) there doesn't seem to be a whole lot of new content. That's kind of a bummer too, because with the controls set up as they are some actualy designed levels with good flow would be a lot of fun instead of tight procgen corridors.
Thanks for playing dude! DOS prompt is bound to ~ nowadays, just like in my favorite engine. But yeah most of what we've been focusing on is getting everything feeling simple and smooth, glad ya liked that at least. A few different people have mentioned dropping the procgen meme. Ideally we'd have procgen that makes good flowy levels with interesting shit going on, each being fresh and different enough, but we'll see!
Fell far enough to take fall damage (from one of the highest platforms down to ground level) and ended up lodged on top of the ground inside some blocks. Would've screencapped it but the game doesn't play nice with printscreen for whatever reason. Also, I really don't find the keybind of "down + attack" to be an intuitive input for the slide or divekick. I'd prefer "down + jump", but maybe I've played too many Igavanias. I like the movement's preservation of momentum and feel like there's a high skill ceiling present for those who can master it.
Thanks for pointing out that bug, it's a new one to us. and I don't see why we couldn't add an option for alternate slidekick and divekick controls.
A great experience, with a tiny exception of movement, every time you land, you're sliding and every time you swing you're sliding, and it's constantly feeling like you're sliding.
Hitting things is extremely satisfying, and the aesthetics are nice. Honestly, i liked it a lot, even with the skatey movement.
Hope you'll do some hand-crafted levels or something, those are always better.
Trying to open "database" in the menu straight up crashed me
Thanks for the feedback, I'm glad you enjoyed it. For next demo say, we plan on refining the feel of platforming. Others have said that it feels slippery too.