really cool idea, it took me a while to realize that i don't need to maintain my momentum and i can stop to build up momentum. initially i was going with surf/bhop logic of swerving left and right haha. one thing that was really frustrating is that imo the fov was too wide for it's own good. the only way i could reliably hit platforms was to use the crosshair since it was hard to gauge the perspective due to the distortion. having an fov slider would be great if you were to develop this further. maybe also adding a drop shadow for the player like the pickups had. Otherwise, cool idea, and i think something like bhop really fits the theme well since it's sort of the og if a bug becoming a feature :) also, sick jams, yo! Probably could do better but did manage an 89 sec run.
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thank you so much for the feedback! I did notice these issues during development but didn’t spend the time playing with solutions (drop shadow, FOV change, etc) so I really appreciate the help. Also yeah, I did want to implement classic Bhop mechanics including the swerving (I may have been doing that stuff anyway while testing) but I didn’t want to increase the complexity any higher for people unfamiliar and landed on a simple and somewhat predictable way to increase speed. I would like to expand on the idea of bhopping being the intended method of traversal in a full-ish game though, since movement speed bugs in games have always been my favorites (ABH, BLJ, Bhop, etc). But yes the mechanics in general need some fine tuning and the simple single-color visuals probably don’t help with the depth perception issues