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Thanks a lot for your comment and support,

To be fair, I haven't worked on Hop! 3D these last months as I have several other Godot projects. If you tried Hop! 2D some time ago, then you should have a look at its latest and final version (and, why not, send me your "game over" screenshot to become one of the registered players).

Back to 3D... the camera settings of Hop! 3D may change is needed but did you use the "camera mode" (press both left and right key when Hop is idle) ? Texts you see in the training course keep showing if you stay near floating crystals (the ground is darker around them). Of course, the detection zone can be enlarged if you think its current size is not big enough.

About death and respawn, I will stick to this simple principle in the whole game : Hop is always sent back to the last place where he hit the ground before dying. I know how some games can be frustrating when you have to restart from scratch after almost completing a level. That's why every boss of Hop! 2D remains wounded when the player restarts a level after loosing a life against him. This way, the game gets easier and more rewarding for casual players.

Thanks again and feel free to try and comment Hop! 2D as well !