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(+2)

Hi there! Been following you on Blue Sky but never got to play till now (or is this the first playtest?). My partner and I gave it a ply. As a gamedev myself, I always find someone’s very first moments trying the game insanely helpful, so we recorded our play through. Overall very cute aesthetic, and fun gameplay. Characters are well styled and are memorable - notes below are just what I, if I in your shoes, would prioritize to improve the experience:

https://youtu.be/96-0hXvVafk

  • Fought a little at the start to get it into a larger screen size, maybe don’t “capture” the mouse pointer until you move or click onto the window? And pressing esc should ideally always release the mouse (ie if the menu is up, mouse should be visible, capture again on pressing esc to get back in the game)
  • Not a note but positive feedback: Loved the little details like the thought bubbles saying “hmm too small to fit in there” and the different text popups everytime you collect something; also, having a very clear objective was nice, and that it kept reminding you of progress and what remains
  • As others have said, I’d add settings to allow for (un)inverting mouse controls, we both nearly stopped playing early on because of this
  • More control hints early on, such as for ground pound and punching.
  • Also having enemies right where you initially spawn, before you even know the movement controls let alone how to punch, is a little tough, I’d put the lil gophers on the other side of the gate or something
  • There are some places where input controls are described, such as with the bird and your scientist sister, but otherwise not described. Signs or even just automatic toast popups when you approach an entity for the first time can be helpful. Also where the inputs were described, it wasn’t giving me the keyboard input messages (and when I switched to controller, I don’t think they matched the buttons on mu controller… I know, a super hard area to solve for). An idea: maybe an in-game action mapping screen? Where it lists the action name, then columns for the keyboard + controller inputs, and even if you can’t change the mappings, you could have it highlight or showcase which ones are being triggered as you press them on the keyboard/controller? That way you test to see how to do each thing easily.
  • For the pinball machine, we had quite a tough time - no way to exit, and no clue on what the keyboard controls were. Using the mouse, I could only get the left flipper to work via left click, right click did not seem to affect the right flipper - had to go into he closet to get a controller. Likewise, because the start was zoomed in on the ball, I found myself laughing the ball just so I could have about 1-2s to frantically try a bunch of buttons to see which would get the right flipper to move until the ball inevitably fall through. If you started off the view showing the whole board and left it interactive, I could have probably self discovered the flipper controls. Then only zoom in on the launching once you hold the button down to wind up. Also on a controller, left + right bumper feels more logic than X + A (on my stadia controller anyhow), I had to hold the controller funny to play the pinball game naturally (left thumb over x, right think over a) as I want to be able to flip both flippers at once, but doesn’t work too well when it’s on the same side.
  • Very minor nitpick, but was hoping for some acknowledgment or something once we got the last collectable, as I believe we got them all in the end! Even. Temporary “You got’em all!” title overlay that disappeared a moment later would suffice

Overall, really nice work and excited to see where it goes! Also as a sign of success, this inspired us to play Spyro on the gamecube for an hour or so afterwards :)

(+1)

Thank you for the feedback.

I will change the mouse pointer to only be captured when the window is active, good call.

An options menu to invert both axis will be added down the line. I may add a temporary UI solution soon down the line because its a highly requested feature.

For gameplay and controls. My plan is to add simple tutorial playground area that teaches the  player the basics on controls before the first level. As I feel it would be hard to cram tutorials everywhere into such a small level that already has a lot going on.

Buttons prompts are designed with an Xbox controller in mind. I am unsure if Stadia uses different standards compared to Xbox so the icons may be different. 

For the pinball controls does R2/L2 (or left/right mouse button on keyboard) for each flipper sound better? I think that would work better as a more accurate pinball experience.  Not sure what I could bind the launcher to, maybe holding down?

(+1)

Glad you found the feedback helpful!

When I watched back, I saw the stadia controller actually did match the xbox buttons listed for pinball, I just forgot because I was initially trying via keyboard and then switched to controller after.

Yeah, I’d say both left bumpers for the left paddle + left click (which is already set), and both right bumpers for the right paddle + right click (not set), and then to pull back either or both X and A seems reasonable to me, I wasn’t expecting it to be a bumper so I ended up hitting just about every other button on the controller first.

I wouldn’t say you necessarily need a full-blown tutorial stage, truly a sign here and there to guide you could be sufficient, and then just intentional level design which tends to drive players to discover things in a useful order (tutorial through level design essentially). So, people will walk around, figure out jump in the first little section. Maybe ground pound is the first thing you’d want them to discover? And assume they don’t figure out wall jump right away, so you could flip around the position of the blue switch by the gate so you discover that first (you’d also need to cut off the upwards ramp on the right side as that’s an easy way out). Then if you want them to figure out wall jumping next, put some obvious feature right on the other side of the gat which shows it, maybe even some carving into the wall with arrows so visually players get the idea that “ah they want me to wall jump”. Then again, the back stone area actually conveyed that quite clearly to me, I just happened to discover the wall jumping earlier. This way, the first level becomes a tutorial, but anyone who already mastered the motions can easily wall jump past and go straight where they want. Whereas a dedicated tutorial can often feel rather heavy handed. Just my 2c of thought!