You did a great job on this one! There's a lot of neat touches like the sloped ground, idle animation, translucent elements on the map and I'm sure you put a lot of effort into the final mode 7 sequence. I'll second the suggestion that wall-grabbing without explicitly triggering a button would be more intuitive. Also, maybe signal to the player whether he can wall-grab or not (for a brief time, I assumed my shoulder button was broken because the wall grab wouldn't work repeatedly). Thank you!
Viewing post in Carrot Man (SNES|SFC GameJam 2025) jam comments
Thanks for taking the time to play, and all the kind feedback!
I've taken a little break for this first week as I crunched quite hard at the end, but my first order of business is to re-write my input processing so I can more easily change the input mappings, and hopefully make it so the user can pick between simple preset mappings. That should make it easier to test different configs, and I'd also like to add some accessibility features to the inputs too!
I'm going to look at the wall-slide state too, and use that to allow for instant jumps. And also have that as the indicator for surfaces that can be grabbed (i.e. if you don't enter the wall-slide state/animation, then the grab is not possible). Though my physics don't currently mark up if vertical surfaces can be grabbed or not, so they are all grabbable. Another feature for the list, along with correctly marking inclination on surfaces so I can adjust speed on uphill/downhill traversal!