Streamed this lasterday, got stuck at the soccer ball. I had some points in the stream, but to summarize, the escort aspect should be deemphasized, because you offer the player to repeat their steps and no puzzle I saw required both characters at once, which is faulty design because there are two characters.
* If you wanted to know level passwords, the white square in one of the corners of the main menu screen shows a board with all passwords (And to disable it, you look at another corner with a similar square). Because the squares are green and have white diamond shapes but one has inverted colors.
* Yeah, I did trace over 3D models and even talked about doing that, just because I wanted to be quick with art.
* To me, that's just a recurring tile pattern that always existed. There's also an actual WW2 inspired setting later on.
* What pentagram are you talking about? And also, I already have another setting that has Hell, so the only pentagrams are the intentional ones for that setting.
* The idea of the hats in those drawings is that the cap represents the older sibling while the spinner hat represents the younger one. They don't represent any of the main characters visually and I wanted to try something more "universal".
* Ezcudos is based off "Escudos" which translates to "shields". It's based on the currency Portugal used to have before the Euro.
* The thing with the tutorials is that they used to have too many books and each with a drawing, so I went by having the illustrations put around the level and have few books for specific things while also assuming they could offer some info through visuals.
* When you enter the soccer ball state by pressing down, you then press left/right depending on where you want the ball to go or up to cancel the state.
* The point of playing as the companion is in case the main controls are a bit difficult but the game is still mainly built around that idea.
Also, you ignored the first book and the 2 screens, with videos I put to show off the main controls and ladder controls for the kid.
* I tried making gameplay related stuff stand out with pure black outlines while non-gameplay stuff has no black outlines and maybe some "dark grey" outlines at best. Gameplay stuff includes floors/walls/ceilings, stuff like switches/jump pads/pushables, coins, keys, other pick ups and even NPC's. Chances are some stuff needs to be redrawn/edited but there's probably so much that needs to be pointed at to me.
* Sound effects depends on where I can get them and how I can put them exactly due to my still kinda poor gamedev skills.
* The kids got their dedicated jump button because making them jump on their own would be complicated to me. It could lead to scenarios where they jump in places you wouldn't want them to jump.
* In general, they were built around my current skills and what I thought could work, specially because I thought I could give the player "some" form of control and feared making the kid a bit too "automatic".
* Stella is a one time thing and the only other time there's a "third companion" is with a character that requires no climbing or health pick ups.
* I made the ladders longer in that area in KrimbLevel3 as of now (In general, I'm doing some level retouches).
* I technically showed the box in the cutscene before Hirdrih.
* The Companion's jump doesn't have that "if you press a bit more, it's a bit higher" thing the Player's has.
* If you get enough coins, you get an extra life.
* NPC conversations are all based on 4 lines.
* Anna Fresser isn't a character of mine. She's from HemoGlobinWorld's Dreadhunter and the idea is that she has a line before you lower the water and changes after that.
* In the Shihiro level, you could've met Ganya (By FairyGodBomber) after getting all the targets.
Comments
Streamed this lasterday, got stuck at the soccer ball. I had some points in the stream, but to summarize, the escort aspect should be deemphasized, because you offer the player to repeat their steps and no puzzle I saw required both characters at once, which is faulty design because there are two characters.
* If you wanted to know level passwords, the white square in one of the corners of the main menu screen shows a board with all passwords (And to disable it, you look at another corner with a similar square). Because the squares are green and have white diamond shapes but one has inverted colors.
* Yeah, I did trace over 3D models and even talked about doing that, just because I wanted to be quick with art.
* To me, that's just a recurring tile pattern that always existed. There's also an actual WW2 inspired setting later on.
* What pentagram are you talking about? And also, I already have another setting that has Hell, so the only pentagrams are the intentional ones for that setting.
* The idea of the hats in those drawings is that the cap represents the older sibling while the spinner hat represents the younger one. They don't represent any of the main characters visually and I wanted to try something more "universal".
* Ezcudos is based off "Escudos" which translates to "shields". It's based on the currency Portugal used to have before the Euro.
* The thing with the tutorials is that they used to have too many books and each with a drawing, so I went by having the illustrations put around the level and have few books for specific things while also assuming they could offer some info through visuals.
* When you enter the soccer ball state by pressing down, you then press left/right depending on where you want the ball to go or up to cancel the state.
* The point of playing as the companion is in case the main controls are a bit difficult but the game is still mainly built around that idea.
Also, you ignored the first book and the 2 screens, with videos I put to show off the main controls and ladder controls for the kid.
Played this game for a bit and recorded some of my gameplay! I had fun with it.
https://drive.google.com/file/d/1bB_8cNGCbWEauhlfzb9obezHqNRwyugV/view?usp=shari...
https://drive.google.com/file/d/1PhNqdc9yKfX1MBzooS83hJFdkQ3udC2v/view?usp=shari...
* I tried making gameplay related stuff stand out with pure black outlines while non-gameplay stuff has no black outlines and maybe some "dark grey" outlines at best. Gameplay stuff includes floors/walls/ceilings, stuff like switches/jump pads/pushables, coins, keys, other pick ups and even NPC's. Chances are some stuff needs to be redrawn/edited but there's probably so much that needs to be pointed at to me.
* I have plans for music and wanna try making some at some point. I wanted music to be made with the game in mind. I made a song for a trailer and wanted to see what else I can do with LMMS. Also wrote some music plans here https://docs.google.com/document/d/1Ua-ShLy6Z346w-tCx2dfHLl5o2VNHW3KdFtUMO6fTlw/...
* Sound effects depends on where I can get them and how I can put them exactly due to my still kinda poor gamedev skills.
* The kids got their dedicated jump button because making them jump on their own would be complicated to me. It could lead to scenarios where they jump in places you wouldn't want them to jump.
* In general, they were built around my current skills and what I thought could work, specially because I thought I could give the player "some" form of control and feared making the kid a bit too "automatic".
* Stella is a one time thing and the only other time there's a "third companion" is with a character that requires no climbing or health pick ups.
* I made the ladders longer in that area in KrimbLevel3 as of now (In general, I'm doing some level retouches).
* I technically showed the box in the cutscene before Hirdrih.
* The Companion's jump doesn't have that "if you press a bit more, it's a bit higher" thing the Player's has.
* If you get enough coins, you get an extra life.
* NPC conversations are all based on 4 lines.
* Anna Fresser isn't a character of mine. She's from HemoGlobinWorld's Dreadhunter and the idea is that she has a line before you lower the water and changes after that.
* In the Shihiro level, you could've met Ganya (By FairyGodBomber) after getting all the targets.