Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

WOW, thanks for the in-depth feedback!

The ground boost not costing energy is intentional, i did not want to "punish" the players for skidding around. 

Yeah i get the momentum killing vibes of the attacks, tinkering with a way to kinda make you semi-orbit the enemies you are attacking, since i dont want to just slide the players past the point of the attack.

I also get the dislike of the exploding enemies, i was planning on enemies you can go ham on, but time constraints. I might add 'em now tho, but then i would probably make getting to them a part of the challenge. Right now i was aiming more at a"float like a butterfly, sting like a bee" approach. A make sure your attack counts kind of deal. But i can see that it can be improved upon.

I wholeheartedly welcome critical thoughts, they show that my little jam entry got a reaction strong enough outta people, so thanks for that.

You mean marble garden zone? Yeah that one mechanic may have left too much of an impression on me. Sure as hell did not have that in mind while scripting, but seems i always have it in my soul. lol

I kinda got a vision for the whole of it all, so i will do my best the bring out the best from this project moving forward!

Once again thanks for the feedback!

Yeah! Marble Garden zone! I couldn't think of the name. I got a flashback of it when an attack hit me while I was zooming around. The knockback felt very similar to getting hit in sonic games. I practically heard my rings spill all over the place.

Glad to know that I wasn't doing something unintended. Perhaps some audio or visual feedback would enhance the perception that flying vs skidding are two separate things. Like tone down the effect while on the ground and ramp up the sound (when it eventually gets implemented) when in the air. 

It's always nice to have something to go ham on every now and then. When difficulty progresses along side the player's growth, it's nice to have a reminder of how much you've improved. Even if there isn't a challenge to it, It still might be an important element in connecting with the story. 

Sliding past the point of attack would feel kind of cheap. Perhaps some kind of recoil that the player bounces off when the attack is released instead of making the effect felt when the attack begins. It might convey a level of power while preserving momentum even if that momentum is redirected. 

Like you said though, You've got this vision and you have to decide what fits and what doesn't. Don't let my, or anyone on else's critiques or opinions derail that. Follow the fun. Stick to the vision. I really think you've got the makings of something memorable here.