i do agree with the walk speed becoming much, much slower without picking up the bottles and the lack of momentum preservation which is a bit vital for games like these, but I don't feel the floatiness you were talking about. switching directions in mid-air is supposed to feel harder than switching directions on ground. to answer your question about the timer, no, it is not based it on speed at all. the thing that inspired me to make this game and the movement engine was actually bloodthief, though I've never played quake before. thanks for the feedback. also what do you mean by you should always be able to slide down a slope? does that not happen in the game? are you referencing things like the ends of levels 1 and 2?
Viewing post in Bloodbound (JAM) jam comments
It does, but only if you sprint first and then go into a slide. I think it should bee that if a slop is detected and you're walking it should be an auto slide, but that's just my preference.
For the floatiness, double the gravity and jump strength you currently have and see if it won't fell more responsive.
I get having switching direction mid air be a bit harder, but I think it's just a little too hard currently. A lot of the game is mid-air navigation, so a little more control would be nice.
Still, I genuinely do think that with some tweaks you movement engine could be incredible.
thanks for the feedback! personally, i feel that auto sliding wouldn't be a great addition as it doesn't care for what the player wants as they may choose to slide down with more caution or may need more time to analyze the level. though having the player sliding when they crouch on a slope whether or not they are sprinting would be a great addition. a little more control while airborne could be great as you said. ig increasing the gravity and jump force is a possible fix to said floatiness