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(1 edit) (+5)

You... you built an entire windwaker / metroidvania-lite in three days. You literal madmen.

Complete with abilities, vehicles, enemies, the works. The levels make sense, the visuals are great and the controls are functional if a little quirky. For the volume of work compared to the shortage of time though damn, you did excellent work. The second island is a wonderful 3D maze and figuring out how to traverse the other islands was a fun bit of puzzling.

Controls were a little quirky, and having tried my hand at 3D platformers before a few are pretty familiar:

- You can 'hang' on ledges (jump up at a ledge and if it's at ~roughly twice the jumping height you can 'hang' there in the air state without falling). It's generally worth using some collision detection whilst falling to clamp velocity / block input against walls to avoid this kind of situation.

- Moving upslope makes you speed up, and travelling downslope at speed can fling you 'off' the slope into the airstate; try projecting your movement vector on the ground plane so that you move on the current ground slope rather than the global horizontal plane

- There's a bit on the second island were you have an impassible slope right up against walkable ground, so if you run into it you go into the air state for a while and slide back down, often directly off the little platform. Catching those cases every frame is always kind of a sod, so the best advise I can give is to just avoid those situations in your level design.

- With how tight and small some of the platforms are a little bit of acceleration to the controls would have been appreciated; currently you tap wasd and move full speed immediately and its kind of terrifying

- With the cave/teleport transitions; stopping input when you pass a transition would be greatly appreciated (ie treating it as a 'button up' event so the player has to re-press the input again to start moving); again with the small ledges leaving a cave can get rather perilous.


Other observations:

Some feedback when you pick up an item; a message with some text on how to use it would be nice. I did check the controls in the options, which let me know about the sword and hook but I missed the parachute and didn't initially know how to use it. At the top of that tower with the smaller towers + wood beams in the distance, I initially wondered if I'd grabbed the hookshoot (I thought it was a metal bracelet thing at first, not a parachute) and kept trying to 'hook' to the beams instead of float to the towers and use the beams to get back.

There's that flat island with the crabs when the final platform is just a touch too high to jump. If it had been raised a little higher things could have been clearer; I kept trying to figure out what I was supposed to jump on to get up there on the local island itself, assuming the wooden target in the distance was where I supposed to go next. Oops.


Still though, this is a ridiculous amount of work for the time given and despite my critique above I loved it. Combat was a little 'eh' (you can poke crabs into the air and stunlock them to death) but the platforming was golden. I can't imagine how much work it took to complete this entire thing in three days. Kudos to you, get some sleep and please caffeine responsibly.