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(2 edits) (+1)

Ok, I'm the king of the leaderboards. CoolCat I'll get the number one soon but I HAVE to comment this. There's a big problem with the wall jumping. What I suspect is happening is that you turn the player around and THEN check the inputs, so if I press right the same frame I walljump my character turns around once from the wall jump and then again from my input so I end up getting pushed into the wall. This is extremely frustrating when trying to speedrun, I'm trying to change my timing and I will figure it out eventually but there's such a big lenience to this issue that I'm actually able to scale walls pretty consistently. One way to fix this would be to disable player controls for 3-5 frames post walljump. Disabling the controlls also makes it much easier to keep most of the sideways momentum without needing to turn around quickly as to not cancel the walljump's x velocity, this is what I'm trying to do that make's me face the first problem. Do I press into the wall a little longer and lose sideways velocity or quickly turn around but risk doing it too early and losing the x velocity all together? Now back to speedrunning.

Ok, you're clearly doing this already I just noticed. XD So maybe you're not disabling them at the frame the wall jumped is registered but the frame afterwards? hmmm

Firstly, I really appreciate your review! Great to see another challenger on the leader board.

I was definitely working on the wall jump down to the last hour, and I agree there is some strangeness there. I typically will try to press into the wall longer than I need to, to make sure I get sprung away from the wall. I noticed that Celeste did something similar with their wall jumping, albeit I did not quite emulate it very well :P. I do in fact disable user input after jumping, but I noticed that if I disable it for too long it makes tight walls on either side hard to get up. I'd love to go back post-jam and tighten the wall jump up a bit more :)

Good luck on getting that top score!

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Alrighty, got the first place. CoolCat Here's the video:



Phew! It would have been much easier without that walljump bug, I lost over 50 runs just trying to scale to the level right above the start. Few small QOL ideas I had:

1. Coyote jumping is amazing, and it also fixes the issue where you accidentally use your double jump the frame after leaving a platform. At the right most section with the spinning blade and spring several times I tried jumping onto the spring but ended up wasting my double jump because the steps are small so while running down them; the window of time in which I'm actually standing on the ground is quite small. Also adding it to walljumps too would be really cool but not nessesary.

2. The jump height variance for walljumps doesn't feel amazing.. though not bad either, I'm kinda iffy about that. It threw me into a loop at the start but I figured it out.

3. Another small thing is the size of the spikes, make the hitbox a tiny bit smaller so when I get hit I KNOW it was my fault. I had few cases where I barely touched a spike and died.

4. Why not also wasd for movement? :(

5. At 0:46 of my speedrun I get a wall jump that probably shouldn't have happened. Maybe have a check to see if you're very close to the ground? I can't think of a scenario where the player would want to wall jump while being very close to the ground.


Overall it was a pretty good platformer, simple and straight forward.The dungeon looked great, the player character ok. Putting aside the bug with walljumping the feeling of the movement was overall great. It was a very enjoyable game to speedrun. You did a great job mate.

I appreciate your very thorough comment! Those are a lot of good ideas. I do have some coyote time, but perhaps I should extend the number of frames it allows. I tried to add a few frames where you could face away from the wall and still wall jump, but it seems it needs some work there still as well.

Very impressive that you were able to get that high of score! At this point I may give up trying to get it myself :)

Thanks again for all the feedback!

Ok, I checked closely for coyote jumping and it's there and and it's very generous too. I miss-attributed the problem. I went back to the stairs and like I experienced; jumping while running down them sometimes takes away the double jump.
Another weird thing I noticed is that as I'm jumping on the spring sometimes I get my double jump back, also pressing jump as I land can either almost stop the push from the spring or get a super boost that shoots me to the roof! That's a speerun tech that would definitely save time!

Looks like someone took the WR spot from you!


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Oh what?! This cannot stand!

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Well!!!! That didn't take long at all!! AHAHAHA THE KING RULES AGAIN!!! https://i.imgur.com/4vu7Ph6.png

I got bad news for you :/

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Who even is this guy D:

That is an absurd time. Don't think I can beat it :(

THE KING HAS RETURNED BABBYYYYYYYYYYY CoolCat

Saw your edit, perhaps I am off by a frame - I will check!