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Finally got to try your game!

First impression was very nice. The controls feel great and intuitive for the most part, and I love how the main character is animated and how he changes expressions when doing stuff like jumping or walking slow.

Played with autocam. Didn't have any major trouble with it besides getting stuck a few times, but that only happened when I was actually trying to get it stuck.

Since the controls underwater are inverted by default, everytime I ran into a body of water while running I would instantly dive to the bottom. I was playing with run toggle off because that seemed more natural to me, but it caused that issue (for me). Changing it to not-inverted fixed the issue.

Also, I wasn't able to get the hang of wall-running for the life of me in TTC, but I did manage it on Mt. Energy without too much trouble. Still, I'd suggest a little tutorial for that, didn't feel intuitive at first.

Some things I loved:

  • The level design of My. Energy. Spaced enough to allow me to run, explore and experiment with the moveset, but not spaced enough to make it feel empty.
  • Being able to do air dashes. That's always fun.
  • The way the MC comes out of the water like a dolphin.
  • Platform challenges are varied and FUN.

Suggestions:

  • Send enemies flying when they die. Right now kill them is not satisfying.
  • When landing on a body of water, don't set the vertical velocity to 0 but instead make the player keep some of that momentum as it goes underwater and float back up. Would feel much more natural and satisfying.
  • Ledge grabbing seems to have a delay between grabbing the ledge and being able to climb at. This kills the pace a bit when climbing boxes in TTC, for example.

Things I've missed:

  • A switch to fullscreen mode.
  • Enemies whenever you make me wait for some platform to come, like in the Energy Plant on those lava geisers. Waiting for platforms is always boring, and having a few enemies on those could help with that.

Bugs?

  • The "Goal get!" jingle seems to not be related to the Music Volume slider. That almost blew up my eardrums, but I was happy for having got a goal so it compensates. :)
  • When dashing mid air, the collision on some wall failed and I glitched through the scenario. Ended up here, and I was stuck so I had to restart the level.
  • And this is the wall I went through by air dashing into it:

Also clipped through this little limiter and ended up here:


Game ran perfectly the whole time and, while some aspects like me not knowing how to properly wall run at first frustrated me a bit, I still had a lot of fun with the Energy Plant being my favorite part by far. The responsiveness of the character controller is great and the music is catchy, specially inside the power plant where I had to turn the volume up again lol. I got 4 Goals on TTC (I saw a 5th one but didn't know how to get it) and 11 in Mt. Energy. Missed the one that seems related to invisible walls and platforms, didn't figure that one out.

I'm itching to see where you take this. The core is fun for sure, and I'd say I had a great time while playing your game. Keep at it, and good job man!

(2 edits) (+1)

First off, thank you for taking the time to give such a thorough and insightful review, TintoDev. You make very good points.

-I am glad you were okay with the Guided Cam. I have gotten a lot of complaints on it, which i have worked on, so for someone to say it's okay is a complement ha ha.

-So, I feel like the issue with the swim controls thing is that I equate that dolphin swim with a run, meaning if you were holding run, it would just dolphin swim. So, to fix your issue that bothered other people as well, I change the dolphin swim to the Dash button, instead of run. I tested it, and it feels much more intuitive to control, especially when you get in and out of the water. 

-I plan on making a tutorial level. See the signs I have at the beginning telling you to go up the wall? I didn't have those in the original Demo, so several people didn't go up the wall and quit after not getting anywhere in the game. You're right in that it might not be intuitive at first, but I think that it becomes second nature after the initial two walls, because it's the point of the game, you know? It's more "Fast Mario who can run up walls" than it is "Sonic", at least in level design.

-"Send enemies flying when they die" That does sound better. I'll probably implement this.

-You're not the first person to complain about specifically the ledge grabbing. I'll work on it.

-I'm glad you had fun! Also, the lava section's music is my favorite as well. I thought the guitar/harmonica was a weird combo with the lava, but it worked.

I will try to implement some of the changes you suggest. Thanks!